<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.alliedmods.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=FlaminSarge</id>
	<title>AlliedModders Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.alliedmods.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=FlaminSarge"/>
	<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/Special:Contributions/FlaminSarge"/>
	<updated>2026-05-26T04:46:39Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.6</generator>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Virtual_Offsets_(Source_Mods)&amp;diff=10211</id>
		<title>Virtual Offsets (Source Mods)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Virtual_Offsets_(Source_Mods)&amp;diff=10211"/>
		<updated>2016-10-02T22:00:14Z</updated>

		<summary type="html">&lt;p&gt;FlaminSarge: Swap out Berni's offset dumper for Asherkin's&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Metamod:Source Development]]&lt;br /&gt;
== Calling virtual functions ==&lt;br /&gt;
I got this method from [[User:Mani|Mani]], who I believe got it from [[User:PM|Pavol Marko]]. Thank you!&lt;br /&gt;
&lt;br /&gt;
I hope to expand on an actual explanation when I have the time (and understand it better). Hopefully, someone can expand on this, but for now I'll just post the examples and a list of the CCSPlayer virtual function table offsets.&lt;br /&gt;
&lt;br /&gt;
== Offset Lists ==&lt;br /&gt;
==== Automated Offsets ====&lt;br /&gt;
You can get updated offsets from the following tool. It automatically updates the offsets when an update is pushed by Valve for the 6 games it supports, and you may input your own *.so file to obtain offsets for other games.&lt;br /&gt;
* [https://asherkin.github.io/vtable VTable Dumper (by Asherkin)]&lt;br /&gt;
==== Counter-Strike: Source ====&lt;br /&gt;
* [[CCSPlayer Offset List (Counter-Strike: Source)|CCSPlayer]]&lt;br /&gt;
* [[CBaseCombatWeapon Offset List (Counter-Strike: Source)|CBaseCombatWeapon]]&lt;br /&gt;
* [[CCSGameRules Offset List (Counter-Strike: Source) | CCSGameRules]]&lt;br /&gt;
* [[CBaseGrenade Offset List (Counter-Strike: Source) | CBaseGrenade]]&lt;br /&gt;
* [[CDEagle Offset List (Counter-Strike: Source) | CDEagle]]&lt;br /&gt;
&lt;br /&gt;
==== Day of Defeat: Source ====&lt;br /&gt;
* [[CDODPlayer Offset List (Day of Defeat: Source)|CDODPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Dystopia ====&lt;br /&gt;
* [[CDYSPlayer Offset List (Dystopia)|CDYSPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Empires v2.12 ====&lt;br /&gt;
* [[CSDKPlayer Offset List (Empires)|CSDKPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Fortress Forever ====&lt;br /&gt;
* [[CFFPlayer Offset List (Fortress Forever)|CFFPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Half-Life 2: Capture the Flag ====&lt;br /&gt;
* [[CHL2_Player Offset List (Half-Life 2: Capture the Flag)|CHL2_Player]]&lt;br /&gt;
&lt;br /&gt;
==== Half-Life 2: Deathmatch ====&lt;br /&gt;
* [[CHL2MP_Player Offset List (Half-Life 2: Deathmatch)|CHL2MP_Player]]&lt;br /&gt;
&lt;br /&gt;
==== Hidden: Source ====&lt;br /&gt;
* [[CSDKPlayer Offset List (Hidden: Source)|CSDKPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Insurgency ====&lt;br /&gt;
* [[CINSPlayer Offset List (Insurgency)|CINSPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Left 4 Dead ====&lt;br /&gt;
* [[CTerrorPlayer Offset List (Left 4 Dead)|CTerrorPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Left 4 Dead 2 ====&lt;br /&gt;
* [[CTerrorPlayer Offset List (Left 4 Dead 2)|CTerrorPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Obsidian Conflict ====&lt;br /&gt;
* [[CHL2MP_Player Offset List (Obsidian Conflict)|CHL2MP_Player]]&lt;br /&gt;
&lt;br /&gt;
==== Pirates, Vikings, and Knights II ====&lt;br /&gt;
* [[CPVK2Player Offset List (Pirates, Vikings, and Knights II)|CPVK2Player]]&lt;br /&gt;
&lt;br /&gt;
==== The Ship ====&lt;br /&gt;
* [[CShipPlayer Offset List (The Ship)|CShipPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== SourceForts ====&lt;br /&gt;
* [[CHL2MP_Player Offset List (SourceForts)|CHL2MP_Player]]&lt;br /&gt;
&lt;br /&gt;
==== Synergy ====&lt;br /&gt;
* [[CHL2MP_Player Offset List (Synergy)|CHL2MP_Player]]&lt;br /&gt;
&lt;br /&gt;
==== Synergy SteamWorks (Synergy Orange Box Edition)====&lt;br /&gt;
* [[CHL2MP_Player Offset List (SynergyOB)|CHL2MP_Player]]&lt;br /&gt;
&lt;br /&gt;
==== Team Fortress 2 ====&lt;br /&gt;
* [[CTFPlayer Offset List (Team Fortress 2)|CTFPlayer]]&lt;br /&gt;
&lt;br /&gt;
==== Zombie Master ====&lt;br /&gt;
* [[CHL2MP_Player Offset List (Zombie Master)|CHL2MP_Player]]&lt;br /&gt;
&lt;br /&gt;
==== Zombie Panic: Source ====&lt;br /&gt;
* [[CHL2MP_Player Offset List (Zombie Panic: Source)|CHL2MP_Player]]&lt;br /&gt;
&lt;br /&gt;
==== GoldenEye: Source ====&lt;br /&gt;
* [[CGEPlayer Offset List (GoldenEye: Source)|CGEPlayer]]&lt;br /&gt;
&lt;br /&gt;
== How to use the examples ==&lt;br /&gt;
&lt;br /&gt;
Basically, this lets you call any [[virtual function]] by knowing it's offset. A table is created for each class that lists the address of the function for each virtual function. This method takes advantage of that to call those addresses.&lt;br /&gt;
&lt;br /&gt;
Look at the examples below and edit to match the function you want to call:&lt;br /&gt;
Use the offset for the function you want to call in this line. ([[CCSPlayer_offset_list_(SourceMM)]])&lt;br /&gt;
&amp;lt;cpp&amp;gt;void *func = vtable[m_Off_GiveNamedItem];&amp;lt;/cpp&amp;gt;&lt;br /&gt;
Change this line to match your return type and parameters:&lt;br /&gt;
&amp;lt;cpp&amp;gt;union {CBaseEntity *(VfuncEmptyClass::*mfpnew)(const char *, int );&amp;lt;/cpp&amp;gt;&lt;br /&gt;
Call the original function with your parameters (change the return type to match the function you're calling):&lt;br /&gt;
&amp;lt;cpp&amp;gt;return (CBaseEntity *) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)(ItemName, iSubType);&amp;lt;/cpp&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You'll need to add an empty class for the union. Something like this:&lt;br /&gt;
&amp;lt;cpp&amp;gt;class VfuncEmptyClass {};&amp;lt;/cpp&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
These examples are for CSS. Mani has created a set of macros to make this easier. If you ask nicely, maybe he'll give them to you or let you post them here.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;cpp&amp;gt;datamap_t *VFuncs::GetDataDescMap(CBaseEntity *pThisPtr)&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_GetDataDescMap]; &lt;br /&gt;
&lt;br /&gt;
	union {datamap_t *(VfuncEmptyClass::*mfpnew)();&lt;br /&gt;
#ifndef __linux__&lt;br /&gt;
        void *addr;	} u; 	u.addr = func;&lt;br /&gt;
#else /* GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 */&lt;br /&gt;
			struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
#endif&lt;br /&gt;
&lt;br /&gt;
	return (datamap_t *) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)();&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void VFuncs::SetModel(CBaseEntity *pThisPtr, const char *ModelName)&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_SetModel]; &lt;br /&gt;
&lt;br /&gt;
	union {void (VfuncEmptyClass::*mfpnew)(const char *);&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	(void) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)(ModelName);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void VFuncs::Teleport(CBaseEntity *pThisPtr, const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity)&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_Teleport]; &lt;br /&gt;
&lt;br /&gt;
	union {void (VfuncEmptyClass::*mfpnew)(const Vector *, const QAngle *, const Vector *);&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	(void) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)(newPosition, newAngles, newVelocity);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
Vector VFuncs::EyePosition( CBaseEntity *pThisPtr )&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_EyePosition]; &lt;br /&gt;
&lt;br /&gt;
	union {Vector (VfuncEmptyClass::*mfpnew)( void );&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	return (Vector) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)( );&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
QAngle &amp;amp;VFuncs::EyeAngles( CBaseEntity *pThisPtr )&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_EyeAngles]; &lt;br /&gt;
&lt;br /&gt;
	union {QAngle&amp;amp; (VfuncEmptyClass::*mfpnew)( void );&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	return (QAngle&amp;amp;) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)( );&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
void VFuncs::Ignite(CBaseEntity *pThisPtr, float flFlameLifetime, bool bNPCOnly, float flSize, bool bCalledByLevelDesigner)&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_Ignite]; &lt;br /&gt;
&lt;br /&gt;
	union {void (VfuncEmptyClass::*mfpnew)(float , bool , float , bool );&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	(void) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)(flFlameLifetime, bNPCOnly, flSize, bCalledByLevelDesigner);&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
CBaseEntity *VFuncs::GiveNamedItem(CBaseEntity *pThisPtr, const char *ItemName, int iSubType)&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_GiveNamedItem]; &lt;br /&gt;
&lt;br /&gt;
	union {CBaseEntity *(VfuncEmptyClass::*mfpnew)(const char *, int );&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	return (CBaseEntity *) (reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)(ItemName, iSubType);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
void VFuncs::CommitSuicide(CBaseEntity *pThisPtr)&lt;br /&gt;
{&lt;br /&gt;
	void **this_ptr = *(void ***)&amp;amp;pThisPtr;&lt;br /&gt;
	void **vtable = *(void ***)pThisPtr;&lt;br /&gt;
	void *func = vtable[m_Off_CommitSuicide]; &lt;br /&gt;
&lt;br /&gt;
	union {CBaseEntity *(VfuncEmptyClass::*mfpnew)( void );&lt;br /&gt;
	#ifndef __linux__&lt;br /&gt;
			void *addr;	} u; 	u.addr = func;&lt;br /&gt;
	#else // GCC's member function pointers all contain a this pointer adjustor. You'd probably set it to 0 &lt;br /&gt;
				struct {void *addr; intptr_t adjustor;} s; } u; u.s.addr = func; u.s.adjustor = 0;&lt;br /&gt;
	#endif&lt;br /&gt;
&lt;br /&gt;
	(reinterpret_cast&amp;lt;VfuncEmptyClass*&amp;gt;(this_ptr)-&amp;gt;*u.mfpnew)();&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/cpp&amp;gt;&lt;/div&gt;</summary>
		<author><name>FlaminSarge</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Team_Fortress_2_Item_Definition_Indexes&amp;diff=7947</id>
		<title>Team Fortress 2 Item Definition Indexes</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Team_Fortress_2_Item_Definition_Indexes&amp;diff=7947"/>
		<updated>2011-02-09T05:22:08Z</updated>

		<summary type="html">&lt;p&gt;FlaminSarge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of the item definition indexes in TF2, these are useful for distinguishing an unlockable weapon from its original (for example: The Backburner from an ordinary Flamethrower.)&lt;br /&gt;
&lt;br /&gt;
This list is divided in to Weapons, Hats and Crafting Items.&lt;br /&gt;
&lt;br /&gt;
Usage: &amp;lt;pawn&amp;gt;SetEntProp(edict, Prop_Send, &amp;quot;m_iItemDefinitionIndex&amp;quot;, index);&lt;br /&gt;
new iItemDefinitionIndex = GetEntProp(entity, Prop_Send, &amp;quot;m_iItemDefinitionIndex&amp;quot;);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
These are all of the weapons currently in TF2 and their item definition indexes.&lt;br /&gt;
&lt;br /&gt;
'''0''' - Bat&amp;lt;br&amp;gt;&lt;br /&gt;
'''1''' - Bottle&amp;lt;br&amp;gt;&lt;br /&gt;
'''2''' - Fire Axe&amp;lt;br&amp;gt;&lt;br /&gt;
'''3''' - Kukri&amp;lt;br&amp;gt;&lt;br /&gt;
'''4''' - Knife&amp;lt;br&amp;gt;&lt;br /&gt;
'''5''' - Fists&amp;lt;br&amp;gt;&lt;br /&gt;
'''6''' - Shovel&amp;lt;br&amp;gt;&lt;br /&gt;
'''7''' - Wrench&amp;lt;br&amp;gt;&lt;br /&gt;
'''8''' - Bonesaw&amp;lt;br&amp;gt;&lt;br /&gt;
'''9''' - Engineer's Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
'''10''' - Soldier's Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
'''11''' - Heavy's Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
'''12''' - Pyro's Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
'''13''' - Scattergun&amp;lt;br&amp;gt;&lt;br /&gt;
'''14''' - Sniper Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
'''15''' - Minigun&amp;lt;br&amp;gt;&lt;br /&gt;
'''16''' - SMG&amp;lt;br&amp;gt;&lt;br /&gt;
'''17''' - Syringe Gun&amp;lt;br&amp;gt;&lt;br /&gt;
'''18''' - Rocket Launcher&amp;lt;br&amp;gt;&lt;br /&gt;
'''19''' - Pipe Grenade Launcher&amp;lt;br&amp;gt;&lt;br /&gt;
'''20''' - Sticky Bomb Launcher&amp;lt;br&amp;gt;&lt;br /&gt;
'''21''' - Flamethrower&amp;lt;br&amp;gt;&lt;br /&gt;
'''22''' - Engineer's Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
'''23''' - Scout's Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
'''24''' - Spy's Revolver&amp;lt;br&amp;gt;&lt;br /&gt;
'''25''' - Builder PDA&amp;lt;br&amp;gt;&lt;br /&gt;
'''26''' - Demolisher PDA&amp;lt;br&amp;gt;&lt;br /&gt;
'''27''' - Disguise Kit PDA&amp;lt;br&amp;gt;&lt;br /&gt;
'''29''' - Medigun&amp;lt;br&amp;gt;&lt;br /&gt;
'''30''' - Cloak Watch&amp;lt;br&amp;gt;&lt;br /&gt;
'''35''' - The Kritzkrieg&amp;lt;br&amp;gt;&lt;br /&gt;
'''36''' - The Blutsauger&amp;lt;br&amp;gt;&lt;br /&gt;
'''37''' - The Ubersaw&amp;lt;br&amp;gt;&lt;br /&gt;
'''38''' - The Axtinguisher&amp;lt;br&amp;gt;&lt;br /&gt;
'''39''' - The Flaregun&amp;lt;br&amp;gt;&lt;br /&gt;
'''40''' - The Backburner&amp;lt;br&amp;gt;&lt;br /&gt;
'''41''' - Natascha&amp;lt;br&amp;gt;&lt;br /&gt;
'''42''' - Sandvich&amp;lt;br&amp;gt;&lt;br /&gt;
'''43''' - The Killer Gloves Of Boxing&amp;lt;br&amp;gt;&lt;br /&gt;
'''44''' - Sandman (Wooden Bat)&amp;lt;br&amp;gt;&lt;br /&gt;
'''45''' - Force-A-Nature&amp;lt;br&amp;gt;&lt;br /&gt;
'''46''' - Bonk! Atomic Punch&amp;lt;br&amp;gt;&lt;br /&gt;
'''56''' - Huntsman&amp;lt;br&amp;gt;&lt;br /&gt;
'''57''' - Razorback&amp;lt;br&amp;gt;&lt;br /&gt;
'''58''' - Jarate&amp;lt;br&amp;gt;&lt;br /&gt;
'''59''' - Dead Ringer&amp;lt;br&amp;gt;&lt;br /&gt;
'''60''' - Cloak And Dagger&amp;lt;br&amp;gt;&lt;br /&gt;
'''61''' - The Ambassador&amp;lt;br&amp;gt;&lt;br /&gt;
'''127''' - The Direct Hit&amp;lt;br&amp;gt;&lt;br /&gt;
'''128''' - The Equalizer&amp;lt;br&amp;gt;&lt;br /&gt;
'''129''' - The Buff Banner&amp;lt;br&amp;gt;&lt;br /&gt;
'''130''' - The Scottish Resistance&amp;lt;br&amp;gt;&lt;br /&gt;
'''131''' - Chargin' Targe&amp;lt;br&amp;gt;&lt;br /&gt;
'''132''' - The Eyelander&amp;lt;br&amp;gt;&lt;br /&gt;
'''133''' - The Gunboats&amp;lt;br&amp;gt;&lt;br /&gt;
'''140''' - The Wrangler&amp;lt;br&amp;gt;&lt;br /&gt;
'''141''' - The Frontier Justice&amp;lt;br&amp;gt;&lt;br /&gt;
'''142''' - The Gunslinger&amp;lt;br&amp;gt;&lt;br /&gt;
'''153''' - Homewrecker&amp;lt;br&amp;gt;&lt;br /&gt;
'''154''' - Pain Train&amp;lt;br&amp;gt;&lt;br /&gt;
'''155''' - The Southern Hospitality&amp;lt;br&amp;gt;&lt;br /&gt;
'''159''' - Dalokohs Bar&amp;lt;br&amp;gt;&lt;br /&gt;
'''160''' - Lugermorph&amp;lt;br&amp;gt;&lt;br /&gt;
'''161''' - Big Kill&amp;lt;br&amp;gt;&lt;br /&gt;
'''163''' - Crit-a-Cola&amp;lt;br&amp;gt;&lt;br /&gt;
'''169''' - Golden Wrench&amp;lt;br&amp;gt;&lt;br /&gt;
'''171''' - Tribalman's Shiv&amp;lt;br&amp;gt;&lt;br /&gt;
'''214''' - The Powerjack&amp;lt;br&amp;gt;&lt;br /&gt;
'''215''' - The Degreaser&amp;lt;br&amp;gt;&lt;br /&gt;
'''220''' - The Shortstop&amp;lt;br&amp;gt;&lt;br /&gt;
'''221''' - The Holy Mackerel&amp;lt;br&amp;gt;&lt;br /&gt;
'''222''' - Mad Milk&amp;lt;br&amp;gt;&lt;br /&gt;
'''224''' - L'etranger&amp;lt;br&amp;gt;&lt;br /&gt;
'''225''' - The Eternal Reward&amp;lt;br&amp;gt;&lt;br /&gt;
'''226''' - The Battalion's Backup&amp;lt;br&amp;gt;&lt;br /&gt;
'''228''' - The Black Box&amp;lt;br&amp;gt;&lt;br /&gt;
'''230''' - The Sydney Sleeper&amp;lt;br&amp;gt;&lt;br /&gt;
'''232''' - The Bushwacka&amp;lt;br&amp;gt;&lt;br /&gt;
'''237''' - Rocket Jumper&amp;lt;br&amp;gt;&lt;br /&gt;
'''239''' - The Gloves of Running Urgently&amp;lt;br&amp;gt;&lt;br /&gt;
'''264''' - Frying Pan&amp;lt;br&amp;gt;&lt;br /&gt;
'''265''' - Sticky Jumper&amp;lt;br&amp;gt;&lt;br /&gt;
'''266''' - Horseless Headless Horsemann's Headtaker&amp;lt;br&amp;gt;&lt;br /&gt;
'''294''' - Lugermorph (from Poker Night)&amp;lt;br&amp;gt;&lt;br /&gt;
'''297''' - Enthusiast's Timepiece&amp;lt;br&amp;gt;&lt;br /&gt;
'''298''' - Iron Curtain&amp;lt;br&amp;gt;&lt;br /&gt;
'''304''' - Amputator&amp;lt;br&amp;gt;&lt;br /&gt;
'''305''' - Crusader's Crossbow&amp;lt;br&amp;gt;&lt;br /&gt;
'''307''' - Ullapool Caber&amp;lt;br&amp;gt;&lt;br /&gt;
'''308''' - Loch-n-Load&amp;lt;br&amp;gt;&lt;br /&gt;
'''310''' - Warrior's Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
'''311''' - Buffalo Steak Sandvich&amp;lt;br&amp;gt;&lt;br /&gt;
'''312''' - Brass Beast&amp;lt;br&amp;gt;&lt;br /&gt;
'''317''' - Candy Cane&amp;lt;br&amp;gt;&lt;br /&gt;
'''325''' - Boston Basher&amp;lt;br&amp;gt;&lt;br /&gt;
'''326''' - Back Scratcher&amp;lt;br&amp;gt;&lt;br /&gt;
'''327''' - Claidheamh Mòr&amp;lt;br&amp;gt;&lt;br /&gt;
'''329''' - Jag&amp;lt;br&amp;gt;&lt;br /&gt;
'''331''' - Fists of Steel&amp;lt;br&amp;gt;&lt;br /&gt;
'''348''' - Sharpened Volcano Fragment&amp;lt;br&amp;gt;&lt;br /&gt;
'''349''' - Sun-on-a-Stick&lt;br /&gt;
&lt;br /&gt;
== Hats ==&lt;br /&gt;
&lt;br /&gt;
These are all of the hats and wearables available in the game.&lt;br /&gt;
&lt;br /&gt;
'''47''' - Demoman's 'Fro&amp;lt;br&amp;gt;&lt;br /&gt;
'''48''' - Mining Light&amp;lt;br&amp;gt;&lt;br /&gt;
'''49''' - Football Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
'''50''' - Prussian Pickelhaube&amp;lt;br&amp;gt;&lt;br /&gt;
'''51''' - Pyro's Beanie&amp;lt;br&amp;gt;&lt;br /&gt;
'''52''' - Batter's Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
'''53''' - Trophy Hat&amp;lt;br&amp;gt;&lt;br /&gt;
'''54''' - Soldier's Stash&amp;lt;br&amp;gt;&lt;br /&gt;
'''55''' - Fancy Fedora&amp;lt;br&amp;gt;&lt;br /&gt;
'''94''' - Texas Ten Gallon&amp;lt;br&amp;gt;&lt;br /&gt;
'''95''' - Engineer's Cap&amp;lt;br&amp;gt;&lt;br /&gt;
'''96''' - Officer's Ushanka&amp;lt;br&amp;gt;&lt;br /&gt;
'''97''' - Tough Guy's Tuque&amp;lt;br&amp;gt;&lt;br /&gt;
'''98''' - Stainless Pot&amp;lt;br&amp;gt;&lt;br /&gt;
'''99''' - Tyrant's Helm&amp;lt;br&amp;gt;&lt;br /&gt;
'''100''' - Glengarry Bonnet&amp;lt;br&amp;gt;&lt;br /&gt;
'''101''' - Vintage Tyrolean&amp;lt;br&amp;gt;&lt;br /&gt;
'''102''' - Respectless Rubber Glove&amp;lt;br&amp;gt;&lt;br /&gt;
'''103''' - Camera Beard&amp;lt;br&amp;gt;&lt;br /&gt;
'''104''' - Otolaryngologist's Mirror&amp;lt;br&amp;gt;&lt;br /&gt;
'''105''' - Brigade Helm&amp;lt;br&amp;gt;&lt;br /&gt;
'''106''' - Bonk Helm&amp;lt;br&amp;gt;&lt;br /&gt;
'''107''' - Ye Olde Baker Boy&amp;lt;br&amp;gt;&lt;br /&gt;
'''108''' - Backbiter's Billycock&amp;lt;br&amp;gt;&lt;br /&gt;
'''109''' - Professional's Panama&amp;lt;br&amp;gt;&lt;br /&gt;
'''110''' - Master's Yellow Belt&amp;lt;br&amp;gt;&lt;br /&gt;
'''111''' - Baseball Bill's Sports Shine (Hatless Scout)&amp;lt;br&amp;gt;&lt;br /&gt;
'''115''' - Halloween Hat (Only appears on Halloween)&amp;lt;br&amp;gt;&lt;br /&gt;
'''116''' - Ghastly Gibus&amp;lt;br&amp;gt;&lt;br /&gt;
'''117''' - Ritzy Rick's Hair Fixative (Hatless Sniper)&amp;lt;br&amp;gt;&lt;br /&gt;
'''118''' - Texas Slim's Dome Shine (Hatless Engineer)&amp;lt;br&amp;gt;&lt;br /&gt;
'''120''' - Scottsman's Stove Pipe&amp;lt;br&amp;gt;&lt;br /&gt;
'''121''' - Service Medal&amp;lt;br&amp;gt;&lt;br /&gt;
'''125''' - Cheater's Lament&amp;lt;br&amp;gt;&lt;br /&gt;
'''126''' - Bill's Hat&amp;lt;br&amp;gt;&lt;br /&gt;
'''134''' - J.Axer's Dapper Topper&amp;lt;br&amp;gt;&lt;br /&gt;
'''135''' - Towering Pillar of Hats&amp;lt;br&amp;gt;&lt;br /&gt;
'''136''' - Amber's Rad As All Hell Hat&amp;lt;br&amp;gt;&lt;br /&gt;
'''137''' - Noble Amassment of Hats&amp;lt;br&amp;gt;&lt;br /&gt;
'''138''' - Uncle Sam&amp;lt;br&amp;gt;&lt;br /&gt;
'''139''' - Modest Pile of Hat&amp;lt;br&amp;gt;&lt;br /&gt;
'''143''' - Earbuds&amp;lt;br&amp;gt;&lt;br /&gt;
'''144''' - Physician's Procedure Mask&amp;lt;br&amp;gt;&lt;br /&gt;
'''145''' - Hound Dog&amp;lt;br&amp;gt;&lt;br /&gt;
'''146''' - Hustler's Hallmark&amp;lt;br&amp;gt;&lt;br /&gt;
'''147''' - Magistrate's Mullet&amp;lt;br&amp;gt;&lt;br /&gt;
'''148''' - Hotrod&amp;lt;br&amp;gt;&lt;br /&gt;
'''150''' - Troublemaker's Tossle Cap&amp;lt;br&amp;gt;&lt;br /&gt;
'''151''' - Triboniophorus Tyrannus&amp;lt;br&amp;gt;&lt;br /&gt;
'''152''' - Killer's Kabuto&amp;lt;br&amp;gt;&lt;br /&gt;
'''158''' - Shooter's Sola Topi&amp;lt;br&amp;gt;&lt;br /&gt;
'''162''' - Max's Severed Head&amp;lt;br&amp;gt;&lt;br /&gt;
'''164''' - Grizzled Veteran&amp;lt;br&amp;gt;&lt;br /&gt;
'''165''' - Soldier of Fortune&amp;lt;br&amp;gt;&lt;br /&gt;
'''166''' - Mercenary&amp;lt;br&amp;gt;&lt;br /&gt;
'''170''' - Primeval Warrior&amp;lt;br&amp;gt;&lt;br /&gt;
'''174''' - Whoopee Cap&amp;lt;br&amp;gt;&lt;br /&gt;
'''175''' - Whiskered Gentleman&amp;lt;br&amp;gt;&lt;br /&gt;
'''177''' - Ze Goggles&amp;lt;br&amp;gt;&lt;br /&gt;
'''178''' - Safe'n'Sound&amp;lt;br&amp;gt;&lt;br /&gt;
'''179''' - Tippler's Tricorne&amp;lt;br&amp;gt;&lt;br /&gt;
'''180''' - Frenchman's Beret&amp;lt;br&amp;gt;&lt;br /&gt;
'''181''' - Bloke's Bucket Hat&amp;lt;br&amp;gt;&lt;br /&gt;
'''182''' - Vintage Merryweather&amp;lt;br&amp;gt;&lt;br /&gt;
'''183''' - Sergeant's Drill Hat&amp;lt;br&amp;gt;&lt;br /&gt;
'''184''' - Gentleman's Gatsby&amp;lt;br&amp;gt;&lt;br /&gt;
'''185''' - Heavy Duty Rag&amp;lt;br&amp;gt;&lt;br /&gt;
'''189''' - Alien Swarm Parasite&amp;lt;br&amp;gt;&lt;br /&gt;
'''240''' - Lumbricus Lid&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Craft Items ==&lt;br /&gt;
&lt;br /&gt;
These are the items obtained and used primarily through crafting.&lt;br /&gt;
&lt;br /&gt;
'''5000''' - Scrap Metal&amp;lt;br&amp;gt;&lt;br /&gt;
'''5001''' - Reclaimed Metal&amp;lt;br&amp;gt;&lt;br /&gt;
'''5002''' - Refined Metal&amp;lt;br&amp;gt;&lt;br /&gt;
'''5003''' - Scout Class Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5004''' - Sniper Class Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5005''' - Soldier Class Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5006''' - Demoman Class Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5007''' - Heavy Class Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5008''' - Medic Class Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5009''' - Pyro Class Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5010''' - Spy Class Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5011''' - Engineer Class Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5012''' - Primary Slot Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5013''' - Secondary Slot Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5014''' - Melee Slot Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5015''' - Grenade Slot Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5016''' - Building Slot Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5017''' - PDA Slot Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5018''' - PDA2 Slot Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5019''' - Head Slot Token&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>FlaminSarge</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Team_Fortress_2_Item_Definition_Indexes&amp;diff=7946</id>
		<title>Team Fortress 2 Item Definition Indexes</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Team_Fortress_2_Item_Definition_Indexes&amp;diff=7946"/>
		<updated>2011-02-09T05:20:53Z</updated>

		<summary type="html">&lt;p&gt;FlaminSarge: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of the item definition indexes in TF2, these are useful for distinguishing an unlockable weapon from its original (for example: The Backburner from an ordinary Flamethrower.)&lt;br /&gt;
&lt;br /&gt;
This list is divided in to Weapons, Hats and Crafting Items.&lt;br /&gt;
&lt;br /&gt;
Usage: &amp;lt;pawn&amp;gt;SetEntProp(edict, Prop_Send, &amp;quot;m_iItemDefinitionIndex&amp;quot;, index);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
These are all of the weapons currently in TF2 and their item definition indexes.&lt;br /&gt;
&lt;br /&gt;
'''0''' - Bat&amp;lt;br&amp;gt;&lt;br /&gt;
'''1''' - Bottle&amp;lt;br&amp;gt;&lt;br /&gt;
'''2''' - Fire Axe&amp;lt;br&amp;gt;&lt;br /&gt;
'''3''' - Kukri&amp;lt;br&amp;gt;&lt;br /&gt;
'''4''' - Knife&amp;lt;br&amp;gt;&lt;br /&gt;
'''5''' - Fists&amp;lt;br&amp;gt;&lt;br /&gt;
'''6''' - Shovel&amp;lt;br&amp;gt;&lt;br /&gt;
'''7''' - Wrench&amp;lt;br&amp;gt;&lt;br /&gt;
'''8''' - Bonesaw&amp;lt;br&amp;gt;&lt;br /&gt;
'''9''' - Engineer's Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
'''10''' - Soldier's Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
'''11''' - Heavy's Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
'''12''' - Pyro's Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
'''13''' - Scattergun&amp;lt;br&amp;gt;&lt;br /&gt;
'''14''' - Sniper Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
'''15''' - Minigun&amp;lt;br&amp;gt;&lt;br /&gt;
'''16''' - SMG&amp;lt;br&amp;gt;&lt;br /&gt;
'''17''' - Syringe Gun&amp;lt;br&amp;gt;&lt;br /&gt;
'''18''' - Rocket Launcher&amp;lt;br&amp;gt;&lt;br /&gt;
'''19''' - Pipe Grenade Launcher&amp;lt;br&amp;gt;&lt;br /&gt;
'''20''' - Sticky Bomb Launcher&amp;lt;br&amp;gt;&lt;br /&gt;
'''21''' - Flamethrower&amp;lt;br&amp;gt;&lt;br /&gt;
'''22''' - Engineer's Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
'''23''' - Scout's Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
'''24''' - Spy's Revolver&amp;lt;br&amp;gt;&lt;br /&gt;
'''25''' - Builder PDA&amp;lt;br&amp;gt;&lt;br /&gt;
'''26''' - Demolisher PDA&amp;lt;br&amp;gt;&lt;br /&gt;
'''27''' - Disguise Kit PDA&amp;lt;br&amp;gt;&lt;br /&gt;
'''29''' - Medigun&amp;lt;br&amp;gt;&lt;br /&gt;
'''30''' - Cloak Watch&amp;lt;br&amp;gt;&lt;br /&gt;
'''35''' - The Kritzkrieg&amp;lt;br&amp;gt;&lt;br /&gt;
'''36''' - The Blutsauger&amp;lt;br&amp;gt;&lt;br /&gt;
'''37''' - The Ubersaw&amp;lt;br&amp;gt;&lt;br /&gt;
'''38''' - The Axtinguisher&amp;lt;br&amp;gt;&lt;br /&gt;
'''39''' - The Flaregun&amp;lt;br&amp;gt;&lt;br /&gt;
'''40''' - The Backburner&amp;lt;br&amp;gt;&lt;br /&gt;
'''41''' - Natascha&amp;lt;br&amp;gt;&lt;br /&gt;
'''42''' - Sandvich&amp;lt;br&amp;gt;&lt;br /&gt;
'''43''' - The Killer Gloves Of Boxing&amp;lt;br&amp;gt;&lt;br /&gt;
'''44''' - Sandman (Wooden Bat)&amp;lt;br&amp;gt;&lt;br /&gt;
'''45''' - Force-A-Nature&amp;lt;br&amp;gt;&lt;br /&gt;
'''46''' - Bonk! Atomic Punch&amp;lt;br&amp;gt;&lt;br /&gt;
'''56''' - Huntsman&amp;lt;br&amp;gt;&lt;br /&gt;
'''57''' - Razorback&amp;lt;br&amp;gt;&lt;br /&gt;
'''58''' - Jarate&amp;lt;br&amp;gt;&lt;br /&gt;
'''59''' - Dead Ringer&amp;lt;br&amp;gt;&lt;br /&gt;
'''60''' - Cloak And Dagger&amp;lt;br&amp;gt;&lt;br /&gt;
'''61''' - The Ambassador&amp;lt;br&amp;gt;&lt;br /&gt;
'''127''' - The Direct Hit&amp;lt;br&amp;gt;&lt;br /&gt;
'''128''' - The Equalizer&amp;lt;br&amp;gt;&lt;br /&gt;
'''129''' - The Buff Banner&amp;lt;br&amp;gt;&lt;br /&gt;
'''130''' - The Scottish Resistance&amp;lt;br&amp;gt;&lt;br /&gt;
'''131''' - Chargin' Targe&amp;lt;br&amp;gt;&lt;br /&gt;
'''132''' - The Eyelander&amp;lt;br&amp;gt;&lt;br /&gt;
'''133''' - The Gunboats&amp;lt;br&amp;gt;&lt;br /&gt;
'''140''' - The Wrangler&amp;lt;br&amp;gt;&lt;br /&gt;
'''141''' - The Frontier Justice&amp;lt;br&amp;gt;&lt;br /&gt;
'''142''' - The Gunslinger&amp;lt;br&amp;gt;&lt;br /&gt;
'''153''' - Homewrecker&amp;lt;br&amp;gt;&lt;br /&gt;
'''154''' - Pain Train&amp;lt;br&amp;gt;&lt;br /&gt;
'''155''' - The Southern Hospitality&amp;lt;br&amp;gt;&lt;br /&gt;
'''159''' - Dalokohs Bar&amp;lt;br&amp;gt;&lt;br /&gt;
'''160''' - Lugermorph&amp;lt;br&amp;gt;&lt;br /&gt;
'''161''' - Big Kill&amp;lt;br&amp;gt;&lt;br /&gt;
'''163''' - Crit-a-Cola&amp;lt;br&amp;gt;&lt;br /&gt;
'''169''' - Golden Wrench&amp;lt;br&amp;gt;&lt;br /&gt;
'''171''' - Tribalman's Shiv&amp;lt;br&amp;gt;&lt;br /&gt;
'''214''' - The Powerjack&amp;lt;br&amp;gt;&lt;br /&gt;
'''215''' - The Degreaser&amp;lt;br&amp;gt;&lt;br /&gt;
'''220''' - The Shortstop&amp;lt;br&amp;gt;&lt;br /&gt;
'''221''' - The Holy Mackerel&amp;lt;br&amp;gt;&lt;br /&gt;
'''222''' - Mad Milk&amp;lt;br&amp;gt;&lt;br /&gt;
'''224''' - L'etranger&amp;lt;br&amp;gt;&lt;br /&gt;
'''225''' - The Eternal Reward&amp;lt;br&amp;gt;&lt;br /&gt;
'''226''' - The Battalion's Backup&amp;lt;br&amp;gt;&lt;br /&gt;
'''228''' - The Black Box&amp;lt;br&amp;gt;&lt;br /&gt;
'''230''' - The Sydney Sleeper&amp;lt;br&amp;gt;&lt;br /&gt;
'''232''' - The Bushwacka&amp;lt;br&amp;gt;&lt;br /&gt;
'''237''' - Rocket Jumper&amp;lt;br&amp;gt;&lt;br /&gt;
'''239''' - The Gloves of Running Urgently&amp;lt;br&amp;gt;&lt;br /&gt;
'''264''' - Frying Pan&amp;lt;br&amp;gt;&lt;br /&gt;
'''265''' - Sticky Jumper&amp;lt;br&amp;gt;&lt;br /&gt;
'''266''' - Horseless Headless Horsemann's Headtaker&amp;lt;br&amp;gt;&lt;br /&gt;
'''294''' - Lugermorph (from Poker Night)&amp;lt;br&amp;gt;&lt;br /&gt;
'''297''' - Enthusiast's Timepiece&amp;lt;br&amp;gt;&lt;br /&gt;
'''298''' - Iron Curtain&amp;lt;br&amp;gt;&lt;br /&gt;
'''304''' - Amputator&amp;lt;br&amp;gt;&lt;br /&gt;
'''305''' - Crusader's Crossbow&amp;lt;br&amp;gt;&lt;br /&gt;
'''307''' - Ullapool Caber&amp;lt;br&amp;gt;&lt;br /&gt;
'''308''' - Loch-n-Load&amp;lt;br&amp;gt;&lt;br /&gt;
'''310''' - Warrior's Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
'''311''' - Buffalo Steak Sandvich&amp;lt;br&amp;gt;&lt;br /&gt;
'''312''' - Brass Beast&amp;lt;br&amp;gt;&lt;br /&gt;
'''317''' - Candy Cane&amp;lt;br&amp;gt;&lt;br /&gt;
'''325''' - Boston Basher&amp;lt;br&amp;gt;&lt;br /&gt;
'''326''' - Back Scratcher&amp;lt;br&amp;gt;&lt;br /&gt;
'''327''' - Claidheamh Mòr&amp;lt;br&amp;gt;&lt;br /&gt;
'''329''' - Jag&amp;lt;br&amp;gt;&lt;br /&gt;
'''331''' - Fists of Steel&amp;lt;br&amp;gt;&lt;br /&gt;
'''348''' - Sharpened Volcano Fragment&amp;lt;br&amp;gt;&lt;br /&gt;
'''349''' - Sun-on-a-Stick&lt;br /&gt;
&lt;br /&gt;
== Hats ==&lt;br /&gt;
&lt;br /&gt;
These are all of the hats and wearables available in the game.&lt;br /&gt;
&lt;br /&gt;
'''47''' - Demoman's 'Fro&amp;lt;br&amp;gt;&lt;br /&gt;
'''48''' - Mining Light&amp;lt;br&amp;gt;&lt;br /&gt;
'''49''' - Football Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
'''50''' - Prussian Pickelhaube&amp;lt;br&amp;gt;&lt;br /&gt;
'''51''' - Pyro's Beanie&amp;lt;br&amp;gt;&lt;br /&gt;
'''52''' - Batter's Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
'''53''' - Trophy Hat&amp;lt;br&amp;gt;&lt;br /&gt;
'''54''' - Soldier's Stash&amp;lt;br&amp;gt;&lt;br /&gt;
'''55''' - Fancy Fedora&amp;lt;br&amp;gt;&lt;br /&gt;
'''94''' - Texas Ten Gallon&amp;lt;br&amp;gt;&lt;br /&gt;
'''95''' - Engineer's Cap&amp;lt;br&amp;gt;&lt;br /&gt;
'''96''' - Officer's Ushanka&amp;lt;br&amp;gt;&lt;br /&gt;
'''97''' - Tough Guy's Tuque&amp;lt;br&amp;gt;&lt;br /&gt;
'''98''' - Stainless Pot&amp;lt;br&amp;gt;&lt;br /&gt;
'''99''' - Tyrant's Helm&amp;lt;br&amp;gt;&lt;br /&gt;
'''100''' - Glengarry Bonnet&amp;lt;br&amp;gt;&lt;br /&gt;
'''101''' - Vintage Tyrolean&amp;lt;br&amp;gt;&lt;br /&gt;
'''102''' - Respectless Rubber Glove&amp;lt;br&amp;gt;&lt;br /&gt;
'''103''' - Camera Beard&amp;lt;br&amp;gt;&lt;br /&gt;
'''104''' - Otolaryngologist's Mirror&amp;lt;br&amp;gt;&lt;br /&gt;
'''105''' - Brigade Helm&amp;lt;br&amp;gt;&lt;br /&gt;
'''106''' - Bonk Helm&amp;lt;br&amp;gt;&lt;br /&gt;
'''107''' - Ye Olde Baker Boy&amp;lt;br&amp;gt;&lt;br /&gt;
'''108''' - Backbiter's Billycock&amp;lt;br&amp;gt;&lt;br /&gt;
'''109''' - Professional's Panama&amp;lt;br&amp;gt;&lt;br /&gt;
'''110''' - Master's Yellow Belt&amp;lt;br&amp;gt;&lt;br /&gt;
'''111''' - Baseball Bill's Sports Shine (Hatless Scout)&amp;lt;br&amp;gt;&lt;br /&gt;
'''115''' - Halloween Hat (Only appears on Halloween)&amp;lt;br&amp;gt;&lt;br /&gt;
'''116''' - Ghastly Gibus&amp;lt;br&amp;gt;&lt;br /&gt;
'''117''' - Ritzy Rick's Hair Fixative (Hatless Sniper)&amp;lt;br&amp;gt;&lt;br /&gt;
'''118''' - Texas Slim's Dome Shine (Hatless Engineer)&amp;lt;br&amp;gt;&lt;br /&gt;
'''120''' - Scottsman's Stove Pipe&amp;lt;br&amp;gt;&lt;br /&gt;
'''121''' - Service Medal&amp;lt;br&amp;gt;&lt;br /&gt;
'''125''' - Cheater's Lament&amp;lt;br&amp;gt;&lt;br /&gt;
'''126''' - Bill's Hat&amp;lt;br&amp;gt;&lt;br /&gt;
'''134''' - J.Axer's Dapper Topper&amp;lt;br&amp;gt;&lt;br /&gt;
'''135''' - Towering Pillar of Hats&amp;lt;br&amp;gt;&lt;br /&gt;
'''136''' - Amber's Rad As All Hell Hat&amp;lt;br&amp;gt;&lt;br /&gt;
'''137''' - Noble Amassment of Hats&amp;lt;br&amp;gt;&lt;br /&gt;
'''138''' - Uncle Sam&amp;lt;br&amp;gt;&lt;br /&gt;
'''139''' - Modest Pile of Hat&amp;lt;br&amp;gt;&lt;br /&gt;
'''143''' - Earbuds&amp;lt;br&amp;gt;&lt;br /&gt;
'''144''' - Physician's Procedure Mask&amp;lt;br&amp;gt;&lt;br /&gt;
'''145''' - Hound Dog&amp;lt;br&amp;gt;&lt;br /&gt;
'''146''' - Hustler's Hallmark&amp;lt;br&amp;gt;&lt;br /&gt;
'''147''' - Magistrate's Mullet&amp;lt;br&amp;gt;&lt;br /&gt;
'''148''' - Hotrod&amp;lt;br&amp;gt;&lt;br /&gt;
'''150''' - Troublemaker's Tossle Cap&amp;lt;br&amp;gt;&lt;br /&gt;
'''151''' - Triboniophorus Tyrannus&amp;lt;br&amp;gt;&lt;br /&gt;
'''152''' - Killer's Kabuto&amp;lt;br&amp;gt;&lt;br /&gt;
'''158''' - Shooter's Sola Topi&amp;lt;br&amp;gt;&lt;br /&gt;
'''162''' - Max's Severed Head&amp;lt;br&amp;gt;&lt;br /&gt;
'''164''' - Grizzled Veteran&amp;lt;br&amp;gt;&lt;br /&gt;
'''165''' - Soldier of Fortune&amp;lt;br&amp;gt;&lt;br /&gt;
'''166''' - Mercenary&amp;lt;br&amp;gt;&lt;br /&gt;
'''170''' - Primeval Warrior&amp;lt;br&amp;gt;&lt;br /&gt;
'''174''' - Whoopee Cap&amp;lt;br&amp;gt;&lt;br /&gt;
'''175''' - Whiskered Gentleman&amp;lt;br&amp;gt;&lt;br /&gt;
'''177''' - Ze Goggles&amp;lt;br&amp;gt;&lt;br /&gt;
'''178''' - Safe'n'Sound&amp;lt;br&amp;gt;&lt;br /&gt;
'''179''' - Tippler's Tricorne&amp;lt;br&amp;gt;&lt;br /&gt;
'''180''' - Frenchman's Beret&amp;lt;br&amp;gt;&lt;br /&gt;
'''181''' - Bloke's Bucket Hat&amp;lt;br&amp;gt;&lt;br /&gt;
'''182''' - Vintage Merryweather&amp;lt;br&amp;gt;&lt;br /&gt;
'''183''' - Sergeant's Drill Hat&amp;lt;br&amp;gt;&lt;br /&gt;
'''184''' - Gentleman's Gatsby&amp;lt;br&amp;gt;&lt;br /&gt;
'''185''' - Heavy Duty Rag&amp;lt;br&amp;gt;&lt;br /&gt;
'''189''' - Alien Swarm Parasite&amp;lt;br&amp;gt;&lt;br /&gt;
'''240''' - Lumbricus Lid&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Craft Items ==&lt;br /&gt;
&lt;br /&gt;
These are the items obtained and used primarily through crafting.&lt;br /&gt;
&lt;br /&gt;
'''5000''' - Scrap Metal&amp;lt;br&amp;gt;&lt;br /&gt;
'''5001''' - Reclaimed Metal&amp;lt;br&amp;gt;&lt;br /&gt;
'''5002''' - Refined Metal&amp;lt;br&amp;gt;&lt;br /&gt;
'''5003''' - Scout Class Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5004''' - Sniper Class Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5005''' - Soldier Class Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5006''' - Demoman Class Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5007''' - Heavy Class Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5008''' - Medic Class Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5009''' - Pyro Class Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5010''' - Spy Class Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5011''' - Engineer Class Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5012''' - Primary Slot Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5013''' - Secondary Slot Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5014''' - Melee Slot Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5015''' - Grenade Slot Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5016''' - Building Slot Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5017''' - PDA Slot Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5018''' - PDA2 Slot Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5019''' - Head Slot Token&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>FlaminSarge</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Team_Fortress_2_Item_Definition_Indexes&amp;diff=7945</id>
		<title>Team Fortress 2 Item Definition Indexes</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Team_Fortress_2_Item_Definition_Indexes&amp;diff=7945"/>
		<updated>2011-02-09T05:20:23Z</updated>

		<summary type="html">&lt;p&gt;FlaminSarge: /* Weapons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of the item definition indexes in TF2, these are useful for distinguishing an unlockable weapon from its original (for example: The Backburner from an ordinary Flamethrower.)&lt;br /&gt;
&lt;br /&gt;
This list is divided in to Weapons, Hats and Crafting Items.&lt;br /&gt;
&lt;br /&gt;
Usage: &amp;lt;pawn&amp;gt;SetEntProp(edict, Prop_Send, &amp;quot;m_iItemDefinitionIndex&amp;quot;, index);&amp;lt;/pawn&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
&lt;br /&gt;
These are all of the weapons currently in TF2 and their item definition indexes.&lt;br /&gt;
&lt;br /&gt;
'''0''' - Bat&amp;lt;br&amp;gt;&lt;br /&gt;
'''1''' - Bottle&amp;lt;br&amp;gt;&lt;br /&gt;
'''2''' - Fire Axe&amp;lt;br&amp;gt;&lt;br /&gt;
'''3''' - Kukri&amp;lt;br&amp;gt;&lt;br /&gt;
'''4''' - Knife&amp;lt;br&amp;gt;&lt;br /&gt;
'''5''' - Fists&amp;lt;br&amp;gt;&lt;br /&gt;
'''6''' - Shovel&amp;lt;br&amp;gt;&lt;br /&gt;
'''7''' - Wrench&amp;lt;br&amp;gt;&lt;br /&gt;
'''8''' - Bonesaw&amp;lt;br&amp;gt;&lt;br /&gt;
'''9''' - Engineer's Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
'''10''' - Soldier's Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
'''11''' - Heavy's Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
'''12''' - Pyro's Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
'''13''' - Scattergun&amp;lt;br&amp;gt;&lt;br /&gt;
'''14''' - Sniper Rifle&amp;lt;br&amp;gt;&lt;br /&gt;
'''15''' - Minigun&amp;lt;br&amp;gt;&lt;br /&gt;
'''16''' - SMG&amp;lt;br&amp;gt;&lt;br /&gt;
'''17''' - Syringe Gun&amp;lt;br&amp;gt;&lt;br /&gt;
'''18''' - Rocket Launcher&amp;lt;br&amp;gt;&lt;br /&gt;
'''19''' - Pipe Grenade Launcher&amp;lt;br&amp;gt;&lt;br /&gt;
'''20''' - Sticky Bomb Launcher&amp;lt;br&amp;gt;&lt;br /&gt;
'''21''' - Flamethrower&amp;lt;br&amp;gt;&lt;br /&gt;
'''22''' - Engineer's Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
'''23''' - Scout's Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
'''24''' - Spy's Revolver&amp;lt;br&amp;gt;&lt;br /&gt;
'''25''' - Builder PDA&amp;lt;br&amp;gt;&lt;br /&gt;
'''26''' - Demolisher PDA&amp;lt;br&amp;gt;&lt;br /&gt;
'''27''' - Disguise Kit PDA&amp;lt;br&amp;gt;&lt;br /&gt;
'''29''' - Medigun&amp;lt;br&amp;gt;&lt;br /&gt;
'''30''' - Cloak Watch&amp;lt;br&amp;gt;&lt;br /&gt;
'''35''' - The Kritzkrieg&amp;lt;br&amp;gt;&lt;br /&gt;
'''36''' - The Blutsauger&amp;lt;br&amp;gt;&lt;br /&gt;
'''37''' - The Ubersaw&amp;lt;br&amp;gt;&lt;br /&gt;
'''38''' - The Axtinguisher&amp;lt;br&amp;gt;&lt;br /&gt;
'''39''' - The Flaregun&amp;lt;br&amp;gt;&lt;br /&gt;
'''40''' - The Backburner&amp;lt;br&amp;gt;&lt;br /&gt;
'''41''' - Natascha&amp;lt;br&amp;gt;&lt;br /&gt;
'''42''' - Sandvich&amp;lt;br&amp;gt;&lt;br /&gt;
'''43''' - The Killer Gloves Of Boxing&amp;lt;br&amp;gt;&lt;br /&gt;
'''44''' - Sandman (Wooden Bat)&amp;lt;br&amp;gt;&lt;br /&gt;
'''45''' - Force-A-Nature&amp;lt;br&amp;gt;&lt;br /&gt;
'''46''' - Bonk! Atomic Punch&amp;lt;br&amp;gt;&lt;br /&gt;
'''56''' - Huntsman&amp;lt;br&amp;gt;&lt;br /&gt;
'''57''' - Razorback&amp;lt;br&amp;gt;&lt;br /&gt;
'''58''' - Jarate&amp;lt;br&amp;gt;&lt;br /&gt;
'''59''' - Dead Ringer&amp;lt;br&amp;gt;&lt;br /&gt;
'''60''' - Cloak And Dagger&amp;lt;br&amp;gt;&lt;br /&gt;
'''61''' - The Ambassador&amp;lt;br&amp;gt;&lt;br /&gt;
'''127''' - The Direct Hit&amp;lt;br&amp;gt;&lt;br /&gt;
'''128''' - The Equalizer&amp;lt;br&amp;gt;&lt;br /&gt;
'''129''' - The Buff Banner&amp;lt;br&amp;gt;&lt;br /&gt;
'''130''' - The Scottish Resistance&amp;lt;br&amp;gt;&lt;br /&gt;
'''131''' - Chargin' Targe&amp;lt;br&amp;gt;&lt;br /&gt;
'''132''' - The Eyelander&amp;lt;br&amp;gt;&lt;br /&gt;
'''133''' - The Gunboats&amp;lt;br&amp;gt;&lt;br /&gt;
'''140''' - The Wrangler&amp;lt;br&amp;gt;&lt;br /&gt;
'''141''' - The Frontier Justice&amp;lt;br&amp;gt;&lt;br /&gt;
'''142''' - The Gunslinger&amp;lt;br&amp;gt;&lt;br /&gt;
'''153''' - Homewrecker&amp;lt;br&amp;gt;&lt;br /&gt;
'''154''' - Pain Train&amp;lt;br&amp;gt;&lt;br /&gt;
'''155''' - The Southern Hospitality&amp;lt;br&amp;gt;&lt;br /&gt;
'''159''' - Dalokohs Bar&amp;lt;br&amp;gt;&lt;br /&gt;
'''160''' - Lugermorph&amp;lt;br&amp;gt;&lt;br /&gt;
'''161''' - Big Kill&amp;lt;br&amp;gt;&lt;br /&gt;
'''163''' - Crit-a-Cola&amp;lt;br&amp;gt;&lt;br /&gt;
'''169''' - Golden Wrench&amp;lt;br&amp;gt;&lt;br /&gt;
'''171''' - Tribalman's Shiv&amp;lt;br&amp;gt;&lt;br /&gt;
'''214''' - The Powerjack&amp;lt;br&amp;gt;&lt;br /&gt;
'''215''' - The Degreaser&amp;lt;br&amp;gt;&lt;br /&gt;
'''220''' - The Shortstop&amp;lt;br&amp;gt;&lt;br /&gt;
'''221''' - The Holy Mackerel&amp;lt;br&amp;gt;&lt;br /&gt;
'''222''' - Mad Milk&amp;lt;br&amp;gt;&lt;br /&gt;
'''224''' - L'etranger&amp;lt;br&amp;gt;&lt;br /&gt;
'''225''' - The Eternal Reward&amp;lt;br&amp;gt;&lt;br /&gt;
'''226''' - The Battalion's Backup&amp;lt;br&amp;gt;&lt;br /&gt;
'''228''' - The Black Box&amp;lt;br&amp;gt;&lt;br /&gt;
'''230''' - The Sydney Sleeper&amp;lt;br&amp;gt;&lt;br /&gt;
'''232''' - The Bushwacka&amp;lt;br&amp;gt;&lt;br /&gt;
'''237''' - Rocket Jumper&amp;lt;br&amp;gt;&lt;br /&gt;
'''239''' - The Gloves of Running Urgently&amp;lt;br&amp;gt;&lt;br /&gt;
'''264''' - Frying Pan&amp;lt;br&amp;gt;&lt;br /&gt;
'''265''' - Sticky Jumper&amp;lt;br&amp;gt;&lt;br /&gt;
'''266''' - Horseless Headless Horsemann's Headtaker&amp;lt;br&amp;gt;&lt;br /&gt;
'''294''' - Lugermorph (form Poker Night)&amp;lt;br&amp;gt;&lt;br /&gt;
'''297''' - Enthusiast's Timepiece&amp;lt;br&amp;gt;&lt;br /&gt;
'''298''' - Iron Curtain&amp;lt;br&amp;gt;&lt;br /&gt;
'''304''' - Amputator&amp;lt;br&amp;gt;&lt;br /&gt;
'''305''' - Crusader's Crossbow&amp;lt;br&amp;gt;&lt;br /&gt;
'''307''' - Ullapool Caber&amp;lt;br&amp;gt;&lt;br /&gt;
'''308''' - Loch-n-Load&amp;lt;br&amp;gt;&lt;br /&gt;
'''310''' - Warrior's Spirit&amp;lt;br&amp;gt;&lt;br /&gt;
'''311''' - Buffalo Steak Sandvich&amp;lt;br&amp;gt;&lt;br /&gt;
'''312''' - Brass Beast&amp;lt;br&amp;gt;&lt;br /&gt;
'''317''' - Candy Cane&amp;lt;br&amp;gt;&lt;br /&gt;
'''325''' - Boston Basher&amp;lt;br&amp;gt;&lt;br /&gt;
'''326''' - Back Scratcher&amp;lt;br&amp;gt;&lt;br /&gt;
'''327''' - Claidheamh Mòr&amp;lt;br&amp;gt;&lt;br /&gt;
'''329''' - Jag&amp;lt;br&amp;gt;&lt;br /&gt;
'''331''' - Fists of Steel&amp;lt;br&amp;gt;&lt;br /&gt;
'''348''' - Sharpened Volcano Fragment&amp;lt;br&amp;gt;&lt;br /&gt;
'''349''' - Sun-on-a-Stick&lt;br /&gt;
&lt;br /&gt;
== Hats ==&lt;br /&gt;
&lt;br /&gt;
These are all of the hats and wearables available in the game.&lt;br /&gt;
&lt;br /&gt;
'''47''' - Demoman's 'Fro&amp;lt;br&amp;gt;&lt;br /&gt;
'''48''' - Mining Light&amp;lt;br&amp;gt;&lt;br /&gt;
'''49''' - Football Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
'''50''' - Prussian Pickelhaube&amp;lt;br&amp;gt;&lt;br /&gt;
'''51''' - Pyro's Beanie&amp;lt;br&amp;gt;&lt;br /&gt;
'''52''' - Batter's Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
'''53''' - Trophy Hat&amp;lt;br&amp;gt;&lt;br /&gt;
'''54''' - Soldier's Stash&amp;lt;br&amp;gt;&lt;br /&gt;
'''55''' - Fancy Fedora&amp;lt;br&amp;gt;&lt;br /&gt;
'''94''' - Texas Ten Gallon&amp;lt;br&amp;gt;&lt;br /&gt;
'''95''' - Engineer's Cap&amp;lt;br&amp;gt;&lt;br /&gt;
'''96''' - Officer's Ushanka&amp;lt;br&amp;gt;&lt;br /&gt;
'''97''' - Tough Guy's Tuque&amp;lt;br&amp;gt;&lt;br /&gt;
'''98''' - Stainless Pot&amp;lt;br&amp;gt;&lt;br /&gt;
'''99''' - Tyrant's Helm&amp;lt;br&amp;gt;&lt;br /&gt;
'''100''' - Glengarry Bonnet&amp;lt;br&amp;gt;&lt;br /&gt;
'''101''' - Vintage Tyrolean&amp;lt;br&amp;gt;&lt;br /&gt;
'''102''' - Respectless Rubber Glove&amp;lt;br&amp;gt;&lt;br /&gt;
'''103''' - Camera Beard&amp;lt;br&amp;gt;&lt;br /&gt;
'''104''' - Otolaryngologist's Mirror&amp;lt;br&amp;gt;&lt;br /&gt;
'''105''' - Brigade Helm&amp;lt;br&amp;gt;&lt;br /&gt;
'''106''' - Bonk Helm&amp;lt;br&amp;gt;&lt;br /&gt;
'''107''' - Ye Olde Baker Boy&amp;lt;br&amp;gt;&lt;br /&gt;
'''108''' - Backbiter's Billycock&amp;lt;br&amp;gt;&lt;br /&gt;
'''109''' - Professional's Panama&amp;lt;br&amp;gt;&lt;br /&gt;
'''110''' - Master's Yellow Belt&amp;lt;br&amp;gt;&lt;br /&gt;
'''111''' - Baseball Bill's Sports Shine (Hatless Scout)&amp;lt;br&amp;gt;&lt;br /&gt;
'''115''' - Halloween Hat (Only appears on Halloween)&amp;lt;br&amp;gt;&lt;br /&gt;
'''116''' - Ghastly Gibus&amp;lt;br&amp;gt;&lt;br /&gt;
'''117''' - Ritzy Rick's Hair Fixative (Hatless Sniper)&amp;lt;br&amp;gt;&lt;br /&gt;
'''118''' - Texas Slim's Dome Shine (Hatless Engineer)&amp;lt;br&amp;gt;&lt;br /&gt;
'''120''' - Scottsman's Stove Pipe&amp;lt;br&amp;gt;&lt;br /&gt;
'''121''' - Service Medal&amp;lt;br&amp;gt;&lt;br /&gt;
'''125''' - Cheater's Lament&amp;lt;br&amp;gt;&lt;br /&gt;
'''126''' - Bill's Hat&amp;lt;br&amp;gt;&lt;br /&gt;
'''134''' - J.Axer's Dapper Topper&amp;lt;br&amp;gt;&lt;br /&gt;
'''135''' - Towering Pillar of Hats&amp;lt;br&amp;gt;&lt;br /&gt;
'''136''' - Amber's Rad As All Hell Hat&amp;lt;br&amp;gt;&lt;br /&gt;
'''137''' - Noble Amassment of Hats&amp;lt;br&amp;gt;&lt;br /&gt;
'''138''' - Uncle Sam&amp;lt;br&amp;gt;&lt;br /&gt;
'''139''' - Modest Pile of Hat&amp;lt;br&amp;gt;&lt;br /&gt;
'''143''' - Earbuds&amp;lt;br&amp;gt;&lt;br /&gt;
'''144''' - Physician's Procedure Mask&amp;lt;br&amp;gt;&lt;br /&gt;
'''145''' - Hound Dog&amp;lt;br&amp;gt;&lt;br /&gt;
'''146''' - Hustler's Hallmark&amp;lt;br&amp;gt;&lt;br /&gt;
'''147''' - Magistrate's Mullet&amp;lt;br&amp;gt;&lt;br /&gt;
'''148''' - Hotrod&amp;lt;br&amp;gt;&lt;br /&gt;
'''150''' - Troublemaker's Tossle Cap&amp;lt;br&amp;gt;&lt;br /&gt;
'''151''' - Triboniophorus Tyrannus&amp;lt;br&amp;gt;&lt;br /&gt;
'''152''' - Killer's Kabuto&amp;lt;br&amp;gt;&lt;br /&gt;
'''158''' - Shooter's Sola Topi&amp;lt;br&amp;gt;&lt;br /&gt;
'''162''' - Max's Severed Head&amp;lt;br&amp;gt;&lt;br /&gt;
'''164''' - Grizzled Veteran&amp;lt;br&amp;gt;&lt;br /&gt;
'''165''' - Soldier of Fortune&amp;lt;br&amp;gt;&lt;br /&gt;
'''166''' - Mercenary&amp;lt;br&amp;gt;&lt;br /&gt;
'''170''' - Primeval Warrior&amp;lt;br&amp;gt;&lt;br /&gt;
'''174''' - Whoopee Cap&amp;lt;br&amp;gt;&lt;br /&gt;
'''175''' - Whiskered Gentleman&amp;lt;br&amp;gt;&lt;br /&gt;
'''177''' - Ze Goggles&amp;lt;br&amp;gt;&lt;br /&gt;
'''178''' - Safe'n'Sound&amp;lt;br&amp;gt;&lt;br /&gt;
'''179''' - Tippler's Tricorne&amp;lt;br&amp;gt;&lt;br /&gt;
'''180''' - Frenchman's Beret&amp;lt;br&amp;gt;&lt;br /&gt;
'''181''' - Bloke's Bucket Hat&amp;lt;br&amp;gt;&lt;br /&gt;
'''182''' - Vintage Merryweather&amp;lt;br&amp;gt;&lt;br /&gt;
'''183''' - Sergeant's Drill Hat&amp;lt;br&amp;gt;&lt;br /&gt;
'''184''' - Gentleman's Gatsby&amp;lt;br&amp;gt;&lt;br /&gt;
'''185''' - Heavy Duty Rag&amp;lt;br&amp;gt;&lt;br /&gt;
'''189''' - Alien Swarm Parasite&amp;lt;br&amp;gt;&lt;br /&gt;
'''240''' - Lumbricus Lid&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Craft Items ==&lt;br /&gt;
&lt;br /&gt;
These are the items obtained and used primarily through crafting.&lt;br /&gt;
&lt;br /&gt;
'''5000''' - Scrap Metal&amp;lt;br&amp;gt;&lt;br /&gt;
'''5001''' - Reclaimed Metal&amp;lt;br&amp;gt;&lt;br /&gt;
'''5002''' - Refined Metal&amp;lt;br&amp;gt;&lt;br /&gt;
'''5003''' - Scout Class Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5004''' - Sniper Class Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5005''' - Soldier Class Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5006''' - Demoman Class Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5007''' - Heavy Class Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5008''' - Medic Class Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5009''' - Pyro Class Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5010''' - Spy Class Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5011''' - Engineer Class Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5012''' - Primary Slot Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5013''' - Secondary Slot Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5014''' - Melee Slot Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5015''' - Grenade Slot Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5016''' - Building Slot Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5017''' - PDA Slot Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5018''' - PDA2 Slot Token&amp;lt;br&amp;gt;&lt;br /&gt;
'''5019''' - Head Slot Token&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>FlaminSarge</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CTFPlayer_Offset_List_(Team_Fortress_2)&amp;diff=7944</id>
		<title>CTFPlayer Offset List (Team Fortress 2)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CTFPlayer_Offset_List_(Team_Fortress_2)&amp;diff=7944"/>
		<updated>2011-02-09T05:00:55Z</updated>

		<summary type="html">&lt;p&gt;FlaminSarge: /* The List */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets]].&lt;br /&gt;
&lt;br /&gt;
These are the &amp;lt;b&amp;gt;Linux&amp;lt;/b&amp;gt; offsets. &amp;lt;b&amp;gt;Windows offsets are ''usually'' 1 less.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The List ==&lt;br /&gt;
This comes from the symbol tables, so you'll have to look in the SDK for return types.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Last Updated 7 October 2010&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The offsets below may be outdated. Use the automated offset list [http://www.sourcemodplugins.org/index.php?page=vtableoffsets&amp;amp;appid=440 here] (by Berni).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x00DCCF20&lt;br /&gt;
// from &amp;quot;server.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CTFPlayer::~CTFPlayer()&lt;br /&gt;
1	CTFPlayer::~CTFPlayer()&lt;br /&gt;
2	CBaseEntity::SetRefEHandle(CBaseHandle  const&amp;amp;)&lt;br /&gt;
3	CBaseEntity::GetRefEHandle(void)const&lt;br /&gt;
4	CBaseEntity::GetCollideable(void)&lt;br /&gt;
5	CBaseEntity::GetNetworkable(void)&lt;br /&gt;
6	CBaseEntity::GetBaseEntity(void)&lt;br /&gt;
7	CBaseEntity::GetModelIndex(void)const&lt;br /&gt;
8	CBaseEntity::GetModelName(void)const&lt;br /&gt;
9	CBaseEntity::SetModelIndex(int)&lt;br /&gt;
10	CTFPlayer::GetServerClass(void)&lt;br /&gt;
11	CTFPlayer::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
12	CTFPlayer::GetDataDescMap(void)&lt;br /&gt;
13	CBaseAnimating::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
14	CBaseAnimating::TestHitboxes(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
15	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)&lt;br /&gt;
16	CTFPlayer::ShouldCollide(int,int)const&lt;br /&gt;
17	CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
18	CTFPlayer::ShouldTransmit(CCheckTransmitInfo  const*)&lt;br /&gt;
19	CBasePlayer::UpdateTransmitState(void)&lt;br /&gt;
20	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)&lt;br /&gt;
21	CBasePlayer::GetTracerType(void)&lt;br /&gt;
22	CTFPlayer::Spawn(void)&lt;br /&gt;
23	CTFPlayer::Precache(void)&lt;br /&gt;
24	CBasePlayer::SetModel(char  const*)&lt;br /&gt;
25	CBaseMultiplayerPlayer::PostConstructor(char  const*)&lt;br /&gt;
26	CBaseEntity::PostClientActive(void)&lt;br /&gt;
27	CBaseEntity::ParseMapData(CEntityMapData *)&lt;br /&gt;
28	CBaseEntity::KeyValue(char  const*,char  const*)&lt;br /&gt;
29	CBaseEntity::KeyValue(char  const*,float)&lt;br /&gt;
30	CBaseEntity::KeyValue(char  const*,Vector  const&amp;amp;)&lt;br /&gt;
31	CBaseEntity::GetKeyValue(char  const*,char *,int)&lt;br /&gt;
32	CBasePlayer::Activate(void)&lt;br /&gt;
33	CBaseEntity::SetParent(CBaseEntity*,int)&lt;br /&gt;
34	CBasePlayer::ObjectCaps(void)&lt;br /&gt;
35	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
36	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &amp;amp;,QAngle &amp;amp;)&lt;br /&gt;
37	CBasePlayer::DrawDebugGeometryOverlays(void)&lt;br /&gt;
38	CTFPlayer::DrawDebugTextOverlays(void)&lt;br /&gt;
39	CBasePlayer::Save(ISave &amp;amp;)&lt;br /&gt;
40	CBasePlayer::Restore(IRestore &amp;amp;)&lt;br /&gt;
41	CBasePlayer::ShouldSavePhysics(void)&lt;br /&gt;
42	CBaseEntity::OnSave(IEntitySaveUtils *)&lt;br /&gt;
43	CBasePlayer::OnRestore(void)&lt;br /&gt;
44	CBasePlayer::RequiredEdictIndex(void)&lt;br /&gt;
45	CBaseEntity::MoveDone(void)&lt;br /&gt;
46	CBaseEntity::Think(void)&lt;br /&gt;
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)&lt;br /&gt;
48	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)&lt;br /&gt;
49	CBaseAnimating::GetBaseAnimating(void)&lt;br /&gt;
50	CTFPlayer::GetResponseSystem(void)&lt;br /&gt;
51	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::DispatchResponse(char  const*)&lt;br /&gt;
52	CBasePlayer::Classify(void)&lt;br /&gt;
53	CBaseEntity::DeathNotice(CBaseEntity*)&lt;br /&gt;
54	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)&lt;br /&gt;
55	CBaseEntity::GetAutoAimRadius(void)&lt;br /&gt;
56	CBaseEntity::GetAutoAimCenter(void)&lt;br /&gt;
57	CBaseEntity::GetBeamTraceFilter(void)&lt;br /&gt;
58	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
59	CTFPlayer::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
60	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
61	CTFPlayer::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
62	CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&amp;amp;,Vector &amp;amp;,CBaseEntity*)&lt;br /&gt;
63	CTFPlayer::TakeHealth(float,int)&lt;br /&gt;
64	CBaseEntity::IsAlive(void)&lt;br /&gt;
65	CTFPlayer::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
66	CTFPlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
67	CBaseCombatCharacter::BloodColor(void)&lt;br /&gt;
68	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
69	CBaseEntity::IsNPC(void)const&lt;br /&gt;
70	CBaseCombatCharacter::MyCombatCharacterPointer(void)&lt;br /&gt;
71	CBaseEntity::MyNextBotPointer(void)&lt;br /&gt;
72	CBaseEntity::GetDelay(void)&lt;br /&gt;
73	CBaseEntity::IsMoving(void)&lt;br /&gt;
74	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
75	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
76	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
77	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
78	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
79	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
80	CBasePlayer::IsNetClient(void)const&lt;br /&gt;
81	CBaseEntity::IsTemplate(void)&lt;br /&gt;
82	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
83	CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
84	CBaseEntity::IsBaseCombatWeapon(void)const&lt;br /&gt;
85	CBaseEntity::IsWearable(void)const&lt;br /&gt;
86	CBaseEntity::MyCombatWeaponPointer(void)&lt;br /&gt;
87	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
88	CBaseEntity::IsViewable(void)&lt;br /&gt;
89	CTFPlayer::ChangeTeam(int)&lt;br /&gt;
90	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
91	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
92	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
93	CBaseEntity::GetEnemy(void)&lt;br /&gt;
94	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
95	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
96	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
97	CTFPlayer::Touch(CBaseEntity *)&lt;br /&gt;
98	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
99	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
100	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
101	CBaseEntity::EndBlocked(void)&lt;br /&gt;
102	CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
103	CTFPlayer::UpdateOnRemove(void)&lt;br /&gt;
104	CBaseEntity::StopLoopingSounds(void)&lt;br /&gt;
105	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
106	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
107	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
108	CBasePlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
109	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
110	CBaseEntity::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
111	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
112	CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)&lt;br /&gt;
113	CBaseEntity::Respawn(void)&lt;br /&gt;
114	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
115	CTFPlayer::GetMaxHealth(void)const&lt;br /&gt;
116	CTFPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
117	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
118	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
119	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
120	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
121	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
122	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
123	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
124	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
125	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
126	CBaseEntity::GetDamage(void)&lt;br /&gt;
127	CBaseEntity::SetDamage(float)&lt;br /&gt;
128	CBasePlayer::EyePosition(void)&lt;br /&gt;
129	CBasePlayer::EyeAngles(void)&lt;br /&gt;
130	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
131	CBaseEntity::EarPosition(void)&lt;br /&gt;
132	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
133	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
134	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
135	CBaseEntity::GetViewOffset(void)const&lt;br /&gt;
136	CBaseEntity::SetViewOffset(Vector  const&amp;amp;)&lt;br /&gt;
137	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
138	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
139	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
140	CBaseCombatCharacter::FVisible(Vector  const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
141	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
142	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
143	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
144	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
145	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
146	CBaseEntity::Splash(void)&lt;br /&gt;
147	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
148	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
149	CTFPlayer::IsDeflectable(void)&lt;br /&gt;
150	CBaseEntity::Deflected(CBaseEntity*,Vector &amp;amp;)&lt;br /&gt;
151	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
152	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
153	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
154	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
155	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
156	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
157	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
158	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
159	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
160	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
161	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
162	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
163	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
164	CBasePlayer::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
165	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
166	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
167	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
168	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
169	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
171	CBasePlayer::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
172	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
173	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
174	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
175	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
176	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
177	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
178	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
179	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
180	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
181	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
182	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
183	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
184	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
185	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
186	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
187	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
188	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
189	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
190	CBaseAnimating::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
191	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
192	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
193	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
194	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
195	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
196	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
197	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
198	CBasePlayer::HandleAnimEvent(animevent_t *)&lt;br /&gt;
199	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
200	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
201	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
202	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
203	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
204	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
205	CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
206	CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
207	CBaseAnimating::Extinguish(void)&lt;br /&gt;
208	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
209	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
210	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
211	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
212	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
213	CTFPlayer::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
214	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
215	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
216	CTFPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)&lt;br /&gt;
217	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)&lt;br /&gt;
218	CBasePlayer::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
219	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
220	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
221	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
222	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
223	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)&lt;br /&gt;
224	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
225	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)&lt;br /&gt;
226	CBasePlayer::BodyAngles(void)&lt;br /&gt;
227	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
228	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
229	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
230	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
231	CBaseCombatCharacter::EyeDirection2D(void)&lt;br /&gt;
232	CBaseCombatCharacter::EyeDirection3D(void)&lt;br /&gt;
233	CBaseCombatCharacter::IsHiddenByFog(Vector  const&amp;amp;)const&lt;br /&gt;
234	CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const&lt;br /&gt;
235	CBaseCombatCharacter::IsHiddenByFog(float)const&lt;br /&gt;
236	CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&amp;amp;)const&lt;br /&gt;
237	CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const&lt;br /&gt;
238	CBaseCombatCharacter::GetFogObscuredRatio(float)const&lt;br /&gt;
239	CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const&lt;br /&gt;
240	CBaseCombatCharacter::IsLookingTowards(Vector  const&amp;amp;,float)const&lt;br /&gt;
241	CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const&lt;br /&gt;
242	CBaseCombatCharacter::IsInFieldOfView(Vector  const&amp;amp;)const&lt;br /&gt;
243	CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const&lt;br /&gt;
244	CBaseCombatCharacter::IsLineOfSightClear(Vector  const&amp;amp;,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const&lt;br /&gt;
245	CTFPlayer::GiveAmmo(int,int,bool)&lt;br /&gt;
246	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
247	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
248	CTFPlayer::Weapon_FrameUpdate(void)&lt;br /&gt;
249	CTFPlayer::Weapon_HandleAnimEvent(animevent_t *)&lt;br /&gt;
250	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
251	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
252	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
253	CTFPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
254	CTFPlayer::Weapon_Switch(CBaseCombatWeapon *,int)&lt;br /&gt;
255	CBasePlayer::Weapon_ShootPosition(void)&lt;br /&gt;
256	CTFPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
257	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
258	CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
259	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
260	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
261	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
262	CTFPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
263	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
264	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
265	CBaseCombatCharacter::GetAliveDuration(void)const&lt;br /&gt;
266	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
267	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
268	CBaseCombatCharacter::HasEverBeenInjured(int)const&lt;br /&gt;
269	CBaseCombatCharacter::GetTimeSinceLastInjury(int)const&lt;br /&gt;
270	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
271	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
272	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
273	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
274	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
275	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
276	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
277	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
278	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
279	CBasePlayer::Event_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
280	CBaseCombatCharacter::Event_Dying(void)&lt;br /&gt;
281	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
282	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
283	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
284	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
285	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&amp;amp;,Vector  const&amp;amp;,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
286	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
287	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
288	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
289	CBasePlayer::IsInAVehicle(void)const&lt;br /&gt;
290	CBasePlayer::GetVehicle(void)&lt;br /&gt;
291	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
292	CBaseCombatCharacter::ExitVehicle(void)&lt;br /&gt;
293	CTFPlayer::RemoveAllWeapons(void)&lt;br /&gt;
294	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
295	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
296	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
297	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
298	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
299	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
300	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
301	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
302	CBaseCombatCharacter::GetLastKnownArea(void)const&lt;br /&gt;
303	CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const&lt;br /&gt;
304	CBaseCombatCharacter::ClearLastKnownArea(void)&lt;br /&gt;
305	CBaseCombatCharacter::UpdateLastKnownArea(void)&lt;br /&gt;
306	CTFPlayer::OnNavAreaChanged(CNavArea *,CNavArea *)&lt;br /&gt;
307	CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)&lt;br /&gt;
308	CBaseCombatCharacter::OnPursuedBy(INextBot *)&lt;br /&gt;
309	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
310	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
311	CTFPlayer::CreateViewModel(int)&lt;br /&gt;
312	CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
313	CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
314	CBasePlayer::SharedSpawn(void)&lt;br /&gt;
315	CTFPlayer::ForceRespawn(void)&lt;br /&gt;
316	CTFPlayer::InitialSpawn(void)&lt;br /&gt;
317	CBasePlayer::InitHUD(void)&lt;br /&gt;
318	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
319	CTFPlayer::PlayerDeathThink(void)&lt;br /&gt;
320	CBasePlayer::Jump(void)&lt;br /&gt;
321	CBasePlayer::Duck(void)&lt;br /&gt;
322	CTFPlayer::PreThink(void)&lt;br /&gt;
323	CTFPlayer::PostThink(void)&lt;br /&gt;
324	CTFPlayer::DamageEffect(float,int)&lt;br /&gt;
325	CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
326	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
327	CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
328	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
329	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
330	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
331	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
332	CTFPlayer::RemoveAllItems(bool)&lt;br /&gt;
333	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
334	CTFPlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
335	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
336	CTFPlayer::OnMyWeaponFired(CBaseCombatWeapon *)&lt;br /&gt;
337	CBasePlayer::GetTimeSinceWeaponFired(void)const&lt;br /&gt;
338	CBasePlayer::IsFiringWeapon(void)const&lt;br /&gt;
339	CBasePlayer::UpdateClientData(void)&lt;br /&gt;
340	CBasePlayer::ExitLadder(void)&lt;br /&gt;
341	CBasePlayer::GetLadderSurface(Vector  const&amp;amp;)&lt;br /&gt;
342	CBasePlayer::SetFlashlightEnabled(bool)&lt;br /&gt;
343	CTFPlayer::FlashlightIsOn(void)&lt;br /&gt;
344	CTFPlayer::FlashlightTurnOn(void)&lt;br /&gt;
345	CTFPlayer::FlashlightTurnOff(void)&lt;br /&gt;
346	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
347	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
348	CBasePlayer::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
349	CTFPlayer::GetStepSoundVelocities(float *,float *)&lt;br /&gt;
350	CTFPlayer::SetStepSoundTime(stepsoundtimes_t,bool)&lt;br /&gt;
351	CTFPlayer::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
352	CTFPlayer::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
353	CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
354	CTFPlayer::CheatImpulseCommands(int)&lt;br /&gt;
355	CTFPlayer::ClientCommand(CCommand  const&amp;amp;)&lt;br /&gt;
356	CBasePlayer::StartObserverMode(int)&lt;br /&gt;
357	CBasePlayer::StopObserverMode(void)&lt;br /&gt;
358	CTFPlayer::ModeWantsSpectatorGUI(int)&lt;br /&gt;
359	CTFPlayer::SetObserverMode(int)&lt;br /&gt;
360	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
361	CTFPlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
362	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
363	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
364	CTFPlayer::FindNextObserverTarget(bool)&lt;br /&gt;
365	CTFPlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
366	CTFPlayer::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
367	CTFPlayer::CheckObserverSettings(void)&lt;br /&gt;
368	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
369	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
370	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
371	CTFPlayer::ValidateCurrentObserverTarget(void)&lt;br /&gt;
372	CTFPlayer::AttemptToExitFreezeCam(void)&lt;br /&gt;
373	CBasePlayer::StartReplayMode(float,float,int)&lt;br /&gt;
374	CBasePlayer::StopReplayMode(void)&lt;br /&gt;
375	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
376	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
377	CBasePlayer::CreateCorpse(void)&lt;br /&gt;
378	CTFPlayer::EntSelectSpawnPoint(void)&lt;br /&gt;
379	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
380	CBasePlayer::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
381	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
382	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
383	CTFPlayer::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
384	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
385	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
386	CTFPlayer::ItemPostFrame(void)&lt;br /&gt;
387	CBasePlayer::GiveNamedItem(char  const*,int)&lt;br /&gt;
388	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
389	CBasePlayer::SetPlayerUnderwater(bool)&lt;br /&gt;
390	CBasePlayer::CanBreatheUnderwater(void)const&lt;br /&gt;
391	CTFPlayer::PlayerUse(void)&lt;br /&gt;
392	CBasePlayer::PlayUseDenySound(void)&lt;br /&gt;
393	CBasePlayer::FindUseEntity(void)&lt;br /&gt;
394	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
395	CBasePlayer::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
396	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
397	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
398	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
399	CBasePlayer::GetAutoaimVector(float)&lt;br /&gt;
400	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
401	CBasePlayer::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
402	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
403	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
404	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
405	CTFPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
406	CTFPlayer::ChangeTeam(int,bool,bool)&lt;br /&gt;
407	CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)&lt;br /&gt;
408	CBaseMultiplayerPlayer::CanSpeak(void)&lt;br /&gt;
409	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
410	CBasePlayer::CheckChatText(char *,int)&lt;br /&gt;
411	CTFPlayer::CreateRagdollEntity(void)&lt;br /&gt;
412	CTFPlayer::ShouldAnnounceAchievement(void)&lt;br /&gt;
413	CBasePlayer::EquipWearable(CWearableItem *)&lt;br /&gt;
414	CBasePlayer::RemoveWearable(CWearableItem *)&lt;br /&gt;
415	CBasePlayer::IsFollowingPhysics(void)&lt;br /&gt;
416	CBasePlayer::InitVCollision(Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
417	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
418	CBasePlayer::Hints(void)&lt;br /&gt;
419	CTFPlayer::IsReadyToPlay(void)&lt;br /&gt;
420	CTFPlayer::IsReadyToSpawn(void)&lt;br /&gt;
421	CTFPlayer::ShouldGainInstantSpawn(void)&lt;br /&gt;
422	CTFPlayer::ResetPerRoundStats(void)&lt;br /&gt;
423	CTFPlayer::ResetScores(void)&lt;br /&gt;
424	CBasePlayer::EquipSuit(bool)&lt;br /&gt;
425	CBasePlayer::RemoveSuit(void)&lt;br /&gt;
426	CBasePlayer::GetPlayerMaxSpeed(void)&lt;br /&gt;
427	CTFPlayer::CommitSuicide(bool,bool)&lt;br /&gt;
428	CBasePlayer::CommitSuicide(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
429	CBasePlayer::IsBot(void)const&lt;br /&gt;
430	CBasePlayer::IsBotOfType(int)const&lt;br /&gt;
431	CBasePlayer::GetBotType(void)const&lt;br /&gt;
432	CBaseMultiplayerPlayer::GetExpresser(void)&lt;br /&gt;
433	CBasePlayer::SpawnArmorValue(void)const&lt;br /&gt;
434	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
435	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
436	CBasePlayer::HasHaptics(void)&lt;br /&gt;
437	CBasePlayer::SetHaptics(bool)&lt;br /&gt;
438	CBasePlayer::PlayerSolidMask(bool)const&lt;br /&gt;
439	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::NoteSpeaking(float,float)&lt;br /&gt;
440	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
441	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::PostSpeakDispatchResponse(char  const*,AI_Response *)&lt;br /&gt;
442	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
443	CTFPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
444	CTFPlayer::CanBeAutobalanced(void)&lt;br /&gt;
445	CTFPlayer::CanSpeakVoiceCommand(void)&lt;br /&gt;
446	CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void)&lt;br /&gt;
447	CTFPlayer::NoteSpokeVoiceCommand(char  const*)&lt;br /&gt;
448	CTFPlayer::OnAchievementEarned(int)&lt;br /&gt;
449	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)&lt;br /&gt;
450	CTFPlayer::CalculateTeamBalanceScore(void)&lt;br /&gt;
451	CBaseMultiplayerPlayer::CreateExpresser(void)&lt;br /&gt;
452	CTFPlayer::DetermineAssistForKill(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
453	CTFPlayer::SetNumberofDominations(int)&lt;br /&gt;
454	CTFPlayer::GetNumberofDominations(void)&lt;br /&gt;
455	CTFPlayer::ShouldGib(CTakeDamageInfo  const&amp;amp;,bool)&lt;br /&gt;
456	CTFPlayer::GetAttributeManager(void)&lt;br /&gt;
457	CTFPlayer::GetAttributeContainer(void)&lt;br /&gt;
458	CTFPlayer::GetAttributeOwner(void)&lt;br /&gt;
459	CTFPlayer::ReapplyProvision(void)&lt;br /&gt;
460	CTFPlayer::InventoryUpdated(CPlayerInventory *,EItemRequestResult)&lt;br /&gt;
461	CTFPlayer::SOCacheUnsubscribed(CSteamID  const&amp;amp;)&lt;br /&gt;
462	CTFPlayer::GiveNamedItem(char  const*,int,CScriptCreatedItem *,bool)&lt;br /&gt;
463	CTFPlayer::InitClass(void)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>FlaminSarge</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=CTFPlayer_Offset_List_(Team_Fortress_2)&amp;diff=7943</id>
		<title>CTFPlayer Offset List (Team Fortress 2)</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=CTFPlayer_Offset_List_(Team_Fortress_2)&amp;diff=7943"/>
		<updated>2011-02-09T05:00:22Z</updated>

		<summary type="html">&lt;p&gt;FlaminSarge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Also for use when using [[Virtual Offsets (Source Mods)|virtual offsets]].&lt;br /&gt;
&lt;br /&gt;
These are the &amp;lt;b&amp;gt;Linux&amp;lt;/b&amp;gt; offsets. &amp;lt;b&amp;gt;Windows offsets are ''usually'' 1 less.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The List ==&lt;br /&gt;
This comes from the symbol tables, so you'll have to look in the SDK for return types.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Last Updated 7 October 2010&amp;lt;/b&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; The offsets below are outdated. Use the automated offset list [http://www.sourcemodplugins.org/index.php?page=vtableoffsets&amp;amp;appid=440 here] (by Berni).&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Auto reconstructed from vtable block @ 0x00DCCF20&lt;br /&gt;
// from &amp;quot;server.so&amp;quot;, by ida_vtables.idc&lt;br /&gt;
0	CTFPlayer::~CTFPlayer()&lt;br /&gt;
1	CTFPlayer::~CTFPlayer()&lt;br /&gt;
2	CBaseEntity::SetRefEHandle(CBaseHandle  const&amp;amp;)&lt;br /&gt;
3	CBaseEntity::GetRefEHandle(void)const&lt;br /&gt;
4	CBaseEntity::GetCollideable(void)&lt;br /&gt;
5	CBaseEntity::GetNetworkable(void)&lt;br /&gt;
6	CBaseEntity::GetBaseEntity(void)&lt;br /&gt;
7	CBaseEntity::GetModelIndex(void)const&lt;br /&gt;
8	CBaseEntity::GetModelName(void)const&lt;br /&gt;
9	CBaseEntity::SetModelIndex(int)&lt;br /&gt;
10	CTFPlayer::GetServerClass(void)&lt;br /&gt;
11	CTFPlayer::YouForgotToImplementOrDeclareServerClass(void)&lt;br /&gt;
12	CTFPlayer::GetDataDescMap(void)&lt;br /&gt;
13	CBaseAnimating::TestCollision(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
14	CBaseAnimating::TestHitboxes(Ray_t  const&amp;amp;,unsigned int,CGameTrace &amp;amp;)&lt;br /&gt;
15	CBaseEntity::ComputeWorldSpaceSurroundingBox(Vector *,Vector *)&lt;br /&gt;
16	CTFPlayer::ShouldCollide(int,int)const&lt;br /&gt;
17	CBaseEntity::SetOwnerEntity(CBaseEntity*)&lt;br /&gt;
18	CTFPlayer::ShouldTransmit(CCheckTransmitInfo  const*)&lt;br /&gt;
19	CBasePlayer::UpdateTransmitState(void)&lt;br /&gt;
20	CBaseCombatCharacter::SetTransmit(CCheckTransmitInfo *,bool)&lt;br /&gt;
21	CBasePlayer::GetTracerType(void)&lt;br /&gt;
22	CTFPlayer::Spawn(void)&lt;br /&gt;
23	CTFPlayer::Precache(void)&lt;br /&gt;
24	CBasePlayer::SetModel(char  const*)&lt;br /&gt;
25	CBaseMultiplayerPlayer::PostConstructor(char  const*)&lt;br /&gt;
26	CBaseEntity::PostClientActive(void)&lt;br /&gt;
27	CBaseEntity::ParseMapData(CEntityMapData *)&lt;br /&gt;
28	CBaseEntity::KeyValue(char  const*,char  const*)&lt;br /&gt;
29	CBaseEntity::KeyValue(char  const*,float)&lt;br /&gt;
30	CBaseEntity::KeyValue(char  const*,Vector  const&amp;amp;)&lt;br /&gt;
31	CBaseEntity::GetKeyValue(char  const*,char *,int)&lt;br /&gt;
32	CBasePlayer::Activate(void)&lt;br /&gt;
33	CBaseEntity::SetParent(CBaseEntity*,int)&lt;br /&gt;
34	CBasePlayer::ObjectCaps(void)&lt;br /&gt;
35	CBaseEntity::AcceptInput(char  const*,CBaseEntity*,CBaseEntity*,variant_t,int)&lt;br /&gt;
36	CBaseAnimating::GetInputDispatchEffectPosition(char  const*,Vector &amp;amp;,QAngle &amp;amp;)&lt;br /&gt;
37	CBasePlayer::DrawDebugGeometryOverlays(void)&lt;br /&gt;
38	CTFPlayer::DrawDebugTextOverlays(void)&lt;br /&gt;
39	CBasePlayer::Save(ISave &amp;amp;)&lt;br /&gt;
40	CBasePlayer::Restore(IRestore &amp;amp;)&lt;br /&gt;
41	CBasePlayer::ShouldSavePhysics(void)&lt;br /&gt;
42	CBaseEntity::OnSave(IEntitySaveUtils *)&lt;br /&gt;
43	CBasePlayer::OnRestore(void)&lt;br /&gt;
44	CBasePlayer::RequiredEdictIndex(void)&lt;br /&gt;
45	CBaseEntity::MoveDone(void)&lt;br /&gt;
46	CBaseEntity::Think(void)&lt;br /&gt;
47	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void)&lt;br /&gt;
48	CBasePlayer::NetworkStateChanged_m_nNextThinkTick(void *)&lt;br /&gt;
49	CBaseAnimating::GetBaseAnimating(void)&lt;br /&gt;
50	CTFPlayer::GetResponseSystem(void)&lt;br /&gt;
51	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::DispatchResponse(char  const*)&lt;br /&gt;
52	CBasePlayer::Classify(void)&lt;br /&gt;
53	CBaseEntity::DeathNotice(CBaseEntity*)&lt;br /&gt;
54	CBaseEntity::ShouldAttractAutoAim(CBaseEntity*)&lt;br /&gt;
55	CBaseEntity::GetAutoAimRadius(void)&lt;br /&gt;
56	CBaseEntity::GetAutoAimCenter(void)&lt;br /&gt;
57	CBaseEntity::GetBeamTraceFilter(void)&lt;br /&gt;
58	CBaseEntity::PassesDamageFilter(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
59	CTFPlayer::TraceAttack(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;,CGameTrace *)&lt;br /&gt;
60	CBaseEntity::CanBeHitByMeleeAttack(CBaseEntity*)&lt;br /&gt;
61	CTFPlayer::OnTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
62	CBaseEntity::AdjustDamageDirection(CTakeDamageInfo  const&amp;amp;,Vector &amp;amp;,CBaseEntity*)&lt;br /&gt;
63	CTFPlayer::TakeHealth(float,int)&lt;br /&gt;
64	CBaseEntity::IsAlive(void)&lt;br /&gt;
65	CTFPlayer::Event_Killed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
66	CTFPlayer::Event_KilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
67	CBaseCombatCharacter::BloodColor(void)&lt;br /&gt;
68	CBaseEntity::IsTriggered(CBaseEntity*)&lt;br /&gt;
69	CBaseEntity::IsNPC(void)const&lt;br /&gt;
70	CBaseCombatCharacter::MyCombatCharacterPointer(void)&lt;br /&gt;
71	CBaseEntity::MyNextBotPointer(void)&lt;br /&gt;
72	CBaseEntity::GetDelay(void)&lt;br /&gt;
73	CBaseEntity::IsMoving(void)&lt;br /&gt;
74	CBaseEntity::DamageDecal(int,int)&lt;br /&gt;
75	CBaseEntity::DecalTrace(CGameTrace *,char  const*)&lt;br /&gt;
76	CBaseEntity::ImpactTrace(CGameTrace *,int,char *)&lt;br /&gt;
77	CBaseEntity::OnControls(CBaseEntity*)&lt;br /&gt;
78	CBaseEntity::HasTarget(string_t)&lt;br /&gt;
79	CBasePlayer::IsPlayer(void)const&lt;br /&gt;
80	CBasePlayer::IsNetClient(void)const&lt;br /&gt;
81	CBaseEntity::IsTemplate(void)&lt;br /&gt;
82	CBaseEntity::IsBaseObject(void)const&lt;br /&gt;
83	CBaseEntity::IsBaseTrain(void)const&lt;br /&gt;
84	CBaseEntity::IsBaseCombatWeapon(void)const&lt;br /&gt;
85	CBaseEntity::IsWearable(void)const&lt;br /&gt;
86	CBaseEntity::MyCombatWeaponPointer(void)&lt;br /&gt;
87	CBaseEntity::GetServerVehicle(void)&lt;br /&gt;
88	CBaseEntity::IsViewable(void)&lt;br /&gt;
89	CTFPlayer::ChangeTeam(int)&lt;br /&gt;
90	CBaseEntity::OnEntityEvent(EntityEvent_t,void *)&lt;br /&gt;
91	CBaseEntity::CanStandOn(CBaseEntity*)const&lt;br /&gt;
92	CBaseEntity::CanStandOn(edict_t *)const&lt;br /&gt;
93	CBaseEntity::GetEnemy(void)&lt;br /&gt;
94	CBaseEntity::GetEnemy(void)const&lt;br /&gt;
95	CBaseEntity::Use(CBaseEntity*,CBaseEntity*,USE_TYPE,float)&lt;br /&gt;
96	CBaseEntity::StartTouch(CBaseEntity*)&lt;br /&gt;
97	CTFPlayer::Touch(CBaseEntity *)&lt;br /&gt;
98	CBaseEntity::EndTouch(CBaseEntity*)&lt;br /&gt;
99	CBaseEntity::StartBlocked(CBaseEntity*)&lt;br /&gt;
100	CBaseEntity::Blocked(CBaseEntity*)&lt;br /&gt;
101	CBaseEntity::EndBlocked(void)&lt;br /&gt;
102	CBasePlayer::PhysicsSimulate(void)&lt;br /&gt;
103	CTFPlayer::UpdateOnRemove(void)&lt;br /&gt;
104	CBaseEntity::StopLoopingSounds(void)&lt;br /&gt;
105	CBaseEntity::SUB_AllowedToFade(void)&lt;br /&gt;
106	CBaseFlex::Teleport(Vector  const*,QAngle  const*,Vector  const*)&lt;br /&gt;
107	CBaseEntity::NotifySystemEvent(CBaseEntity*,notify_system_event_t,notify_system_event_params_t  const&amp;amp;)&lt;br /&gt;
108	CBasePlayer::MakeTracer(Vector  const&amp;amp;,CGameTrace  const&amp;amp;,int)&lt;br /&gt;
109	CBaseEntity::GetTracerAttachment(void)&lt;br /&gt;
110	CBaseEntity::FireBullets(FireBulletsInfo_t  const&amp;amp;)&lt;br /&gt;
111	CBasePlayer::DoImpactEffect(CGameTrace &amp;amp;,int)&lt;br /&gt;
112	CBaseEntity::ModifyFireBulletsDamage(CTakeDamageInfo *)&lt;br /&gt;
113	CBaseEntity::Respawn(void)&lt;br /&gt;
114	CBaseEntity::IsLockedByMaster(void)&lt;br /&gt;
115	CTFPlayer::GetMaxHealth(void)const&lt;br /&gt;
116	CTFPlayer::ModifyOrAppendCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
117	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void)&lt;br /&gt;
118	CBaseEntity::NetworkStateChanged_m_iMaxHealth(void *)&lt;br /&gt;
119	CBasePlayer::NetworkStateChanged_m_iHealth(void)&lt;br /&gt;
120	CBasePlayer::NetworkStateChanged_m_iHealth(void *)&lt;br /&gt;
121	CBasePlayer::NetworkStateChanged_m_lifeState(void)&lt;br /&gt;
122	CBasePlayer::NetworkStateChanged_m_lifeState(void *)&lt;br /&gt;
123	CBaseEntity::NetworkStateChanged_m_takedamage(void)&lt;br /&gt;
124	CBaseEntity::NetworkStateChanged_m_takedamage(void *)&lt;br /&gt;
125	CBaseEntity::GetDamageType(void)const&lt;br /&gt;
126	CBaseEntity::GetDamage(void)&lt;br /&gt;
127	CBaseEntity::SetDamage(float)&lt;br /&gt;
128	CBasePlayer::EyePosition(void)&lt;br /&gt;
129	CBasePlayer::EyeAngles(void)&lt;br /&gt;
130	CBasePlayer::LocalEyeAngles(void)&lt;br /&gt;
131	CBaseEntity::EarPosition(void)&lt;br /&gt;
132	CBasePlayer::BodyTarget(Vector  const&amp;amp;,bool)&lt;br /&gt;
133	CBaseEntity::HeadTarget(Vector  const&amp;amp;)&lt;br /&gt;
134	CBaseEntity::GetVectors(Vector *,Vector *,Vector *)const&lt;br /&gt;
135	CBaseEntity::GetViewOffset(void)const&lt;br /&gt;
136	CBaseEntity::SetViewOffset(Vector  const&amp;amp;)&lt;br /&gt;
137	CBasePlayer::GetSmoothedVelocity(void)&lt;br /&gt;
138	CBaseAnimating::GetVelocity(Vector *,Vector *)&lt;br /&gt;
139	CBaseCombatCharacter::FVisible(CBaseEntity *,int,CBaseEntity **)&lt;br /&gt;
140	CBaseCombatCharacter::FVisible(Vector  const&amp;amp;,int,CBaseEntity **)&lt;br /&gt;
141	CBaseEntity::CanBeSeenBy(CAI_BaseNPC *)&lt;br /&gt;
142	CBaseEntity::GetAttackDamageScale(CBaseEntity*)&lt;br /&gt;
143	CBaseEntity::GetReceivedDamageScale(CBaseEntity*)&lt;br /&gt;
144	CBaseEntity::GetGroundVelocityToApply(Vector &amp;amp;)&lt;br /&gt;
145	CBaseEntity::PhysicsSplash(Vector  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
146	CBaseEntity::Splash(void)&lt;br /&gt;
147	CBaseEntity::WorldSpaceCenter(void)const&lt;br /&gt;
148	CBaseEntity::GetSoundEmissionOrigin(void)const&lt;br /&gt;
149	CTFPlayer::IsDeflectable(void)&lt;br /&gt;
150	CBaseEntity::Deflected(CBaseEntity*,Vector &amp;amp;)&lt;br /&gt;
151	CBaseEntity::CreateVPhysics(void)&lt;br /&gt;
152	CBaseEntity::ForceVPhysicsCollide(CBaseEntity*)&lt;br /&gt;
153	CBasePlayer::VPhysicsDestroyObject(void)&lt;br /&gt;
154	CBasePlayer::VPhysicsUpdate(IPhysicsObject *)&lt;br /&gt;
155	CBaseEntity::VPhysicsTakeDamage(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
156	CBaseCombatCharacter::VPhysicsShadowCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
157	CBasePlayer::VPhysicsShadowUpdate(IPhysicsObject *)&lt;br /&gt;
158	CBasePlayer::VPhysicsCollision(int,gamevcollisionevent_t *)&lt;br /&gt;
159	CBaseEntity::VPhysicsFriction(IPhysicsObject *,float,int,int)&lt;br /&gt;
160	CBaseEntity::UpdatePhysicsShadowToCurrentPosition(float)&lt;br /&gt;
161	CBaseEntity::VPhysicsGetObjectList(IPhysicsObject **,int)&lt;br /&gt;
162	CBaseEntity::VPhysicsIsFlesh(void)&lt;br /&gt;
163	CBaseEntity::HasPhysicsAttacker(float)&lt;br /&gt;
164	CBasePlayer::PhysicsSolidMaskForEntity(void)const&lt;br /&gt;
165	CBaseEntity::ResolveFlyCollisionCustom(CGameTrace &amp;amp;,Vector &amp;amp;)&lt;br /&gt;
166	CBaseEntity::PerformCustomPhysics(Vector *,Vector *,QAngle *,QAngle *)&lt;br /&gt;
167	CBaseAnimating::GetStepOrigin(void)const&lt;br /&gt;
168	CBaseAnimating::GetStepAngles(void)const&lt;br /&gt;
169	CBaseEntity::ShouldDrawWaterImpacts(void)&lt;br /&gt;
170	CBasePlayer::NetworkStateChanged_m_fFlags(void)&lt;br /&gt;
171	CBasePlayer::NetworkStateChanged_m_fFlags(void *)&lt;br /&gt;
172	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void)&lt;br /&gt;
173	CBasePlayer::NetworkStateChanged_m_nWaterLevel(void *)&lt;br /&gt;
174	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void)&lt;br /&gt;
175	CBasePlayer::NetworkStateChanged_m_hGroundEntity(void *)&lt;br /&gt;
176	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void)&lt;br /&gt;
177	CBasePlayer::NetworkStateChanged_m_vecBaseVelocity(void *)&lt;br /&gt;
178	CBasePlayer::NetworkStateChanged_m_flFriction(void)&lt;br /&gt;
179	CBasePlayer::NetworkStateChanged_m_flFriction(void *)&lt;br /&gt;
180	CBasePlayer::NetworkStateChanged_m_vecVelocity(void)&lt;br /&gt;
181	CBasePlayer::NetworkStateChanged_m_vecVelocity(void *)&lt;br /&gt;
182	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void)&lt;br /&gt;
183	CBasePlayer::NetworkStateChanged_m_vecViewOffset(void *)&lt;br /&gt;
184	CBaseAnimating::GetIdealSpeed(void)const&lt;br /&gt;
185	CBaseAnimating::GetIdealAccel(void)const&lt;br /&gt;
186	CBaseAnimatingOverlay::StudioFrameAdvance(void)&lt;br /&gt;
187	CBaseAnimating::IsActivityFinished(void)&lt;br /&gt;
188	CBaseAnimating::GetSequenceGroundSpeed(CStudioHdr *,int)&lt;br /&gt;
189	CBaseAnimating::ClampRagdollForce(Vector  const&amp;amp;,Vector*)&lt;br /&gt;
190	CBaseAnimating::BecomeRagdollOnClient(Vector  const&amp;amp;)&lt;br /&gt;
191	CBaseAnimating::IsRagdoll(void)&lt;br /&gt;
192	CBaseAnimating::CanBecomeRagdoll(void)&lt;br /&gt;
193	CBaseAnimatingOverlay::GetSkeleton(CStudioHdr *,Vector *,Quaternion *,int)&lt;br /&gt;
194	CBaseAnimating::GetBoneTransform(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
195	CBaseAnimating::SetupBones(matrix3x4_t *,int)&lt;br /&gt;
196	CBaseAnimating::CalculateIKLocks(float)&lt;br /&gt;
197	CBaseAnimatingOverlay::DispatchAnimEvents(CBaseAnimating *)&lt;br /&gt;
198	CBasePlayer::HandleAnimEvent(animevent_t *)&lt;br /&gt;
199	CBaseAnimating::PopulatePoseParameters(void)&lt;br /&gt;
200	CBaseAnimating::GetAttachment(int,matrix3x4_t &amp;amp;)&lt;br /&gt;
201	CBaseAnimating::InitBoneControllers(void)&lt;br /&gt;
202	CBaseAnimating::GetGroundSpeedVelocity(void)&lt;br /&gt;
203	CBaseAnimating::Ignite(float,bool,float,bool)&lt;br /&gt;
204	CBaseAnimating::IgniteLifetime(float)&lt;br /&gt;
205	CBaseAnimating::IgniteNumHitboxFires(int)&lt;br /&gt;
206	CBaseAnimating::IgniteHitboxFireScale(float)&lt;br /&gt;
207	CBaseAnimating::Extinguish(void)&lt;br /&gt;
208	CBaseCombatCharacter::SetLightingOriginRelative(CBaseEntity *)&lt;br /&gt;
209	CBaseAnimating::SetLightingOrigin(CBaseEntity *)&lt;br /&gt;
210	CBaseFlex::SetViewtarget(Vector  const&amp;amp;)&lt;br /&gt;
211	CBaseFlex::StartSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *,CChoreoActor *,CBaseEntity *)&lt;br /&gt;
212	CBaseFlex::ProcessSceneEvents(void)&lt;br /&gt;
213	CTFPlayer::ProcessSceneEvent(CSceneEventInfo *,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
214	CBaseFlex::ClearSceneEvent(CSceneEventInfo *,bool,bool)&lt;br /&gt;
215	CBaseFlex::CheckSceneEventCompletion(CSceneEventInfo *,float,CChoreoScene *,CChoreoEvent *)&lt;br /&gt;
216	CTFPlayer::PlayScene(char  const*,float,AI_Response *,IRecipientFilter *)&lt;br /&gt;
217	CBaseFlex::PlayAutoGeneratedSoundScene(char  const*)&lt;br /&gt;
218	CBasePlayer::GetPhysicsImpactDamageTable(void)&lt;br /&gt;
219	CBaseCombatCharacter::FInViewCone(CBaseEntity *)&lt;br /&gt;
220	CBaseCombatCharacter::FInViewCone(Vector  const&amp;amp;)&lt;br /&gt;
221	CBaseCombatCharacter::FInAimCone(CBaseEntity *)&lt;br /&gt;
222	CBaseCombatCharacter::FInAimCone(Vector  const&amp;amp;)&lt;br /&gt;
223	CBaseCombatCharacter::ShouldShootMissTarget(CBaseCombatCharacter*)&lt;br /&gt;
224	CBaseCombatCharacter::FindMissTarget(void)&lt;br /&gt;
225	CBaseCombatCharacter::HandleInteraction(int,void *,CBaseCombatCharacter*)&lt;br /&gt;
226	CBasePlayer::BodyAngles(void)&lt;br /&gt;
227	CBaseCombatCharacter::BodyDirection2D(void)&lt;br /&gt;
228	CBaseCombatCharacter::BodyDirection3D(void)&lt;br /&gt;
229	CBaseCombatCharacter::HeadDirection2D(void)&lt;br /&gt;
230	CBaseCombatCharacter::HeadDirection3D(void)&lt;br /&gt;
231	CBaseCombatCharacter::EyeDirection2D(void)&lt;br /&gt;
232	CBaseCombatCharacter::EyeDirection3D(void)&lt;br /&gt;
233	CBaseCombatCharacter::IsHiddenByFog(Vector  const&amp;amp;)const&lt;br /&gt;
234	CBaseCombatCharacter::IsHiddenByFog(CBaseEntity *)const&lt;br /&gt;
235	CBaseCombatCharacter::IsHiddenByFog(float)const&lt;br /&gt;
236	CBaseCombatCharacter::GetFogObscuredRatio(Vector  const&amp;amp;)const&lt;br /&gt;
237	CBaseCombatCharacter::GetFogObscuredRatio(CBaseEntity *)const&lt;br /&gt;
238	CBaseCombatCharacter::GetFogObscuredRatio(float)const&lt;br /&gt;
239	CBaseCombatCharacter::IsLookingTowards(CBaseEntity  const*,float)const&lt;br /&gt;
240	CBaseCombatCharacter::IsLookingTowards(Vector  const&amp;amp;,float)const&lt;br /&gt;
241	CBaseCombatCharacter::IsInFieldOfView(CBaseEntity *)const&lt;br /&gt;
242	CBaseCombatCharacter::IsInFieldOfView(Vector  const&amp;amp;)const&lt;br /&gt;
243	CBaseCombatCharacter::IsLineOfSightClear(CBaseEntity *,CBaseCombatCharacter::LineOfSightCheckType)const&lt;br /&gt;
244	CBaseCombatCharacter::IsLineOfSightClear(Vector  const&amp;amp;,CBaseCombatCharacter::LineOfSightCheckType,CBaseEntity *)const&lt;br /&gt;
245	CTFPlayer::GiveAmmo(int,int,bool)&lt;br /&gt;
246	CBaseCombatCharacter::NPC_TranslateActivity(Activity)&lt;br /&gt;
247	CBaseCombatCharacter::Weapon_TranslateActivity(Activity,bool *)&lt;br /&gt;
248	CTFPlayer::Weapon_FrameUpdate(void)&lt;br /&gt;
249	CTFPlayer::Weapon_HandleAnimEvent(animevent_t *)&lt;br /&gt;
250	CBasePlayer::Weapon_CanUse(CBaseCombatWeapon *)&lt;br /&gt;
251	CBasePlayer::Weapon_Equip(CBaseCombatWeapon *)&lt;br /&gt;
252	CBaseCombatCharacter::Weapon_EquipAmmoOnly(CBaseCombatWeapon *)&lt;br /&gt;
253	CTFPlayer::Weapon_Drop(CBaseCombatWeapon *,Vector  const*,Vector  const*)&lt;br /&gt;
254	CTFPlayer::Weapon_Switch(CBaseCombatWeapon *,int)&lt;br /&gt;
255	CBasePlayer::Weapon_ShootPosition(void)&lt;br /&gt;
256	CTFPlayer::Weapon_CanSwitchTo(CBaseCombatWeapon *)&lt;br /&gt;
257	CBaseCombatCharacter::Weapon_SlotOccupied(CBaseCombatWeapon *)&lt;br /&gt;
258	CBaseCombatCharacter::Weapon_GetSlot(int)const&lt;br /&gt;
259	CBaseCombatCharacter::AddPlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
260	CBasePlayer::RemovePlayerItem(CBaseCombatWeapon *)&lt;br /&gt;
261	CBaseCombatCharacter::CanBecomeServerRagdoll(void)&lt;br /&gt;
262	CTFPlayer::OnTakeDamage_Alive(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
263	CBaseCombatCharacter::OnTakeDamage_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
264	CBaseCombatCharacter::OnTakeDamage_Dead(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
265	CBaseCombatCharacter::GetAliveDuration(void)const&lt;br /&gt;
266	CBaseCombatCharacter::OnFriendDamaged(CBaseCombatCharacter*,CBaseEntity *)&lt;br /&gt;
267	CBaseCombatCharacter::NotifyFriendsOfDamage(CBaseEntity *)&lt;br /&gt;
268	CBaseCombatCharacter::HasEverBeenInjured(int)const&lt;br /&gt;
269	CBaseCombatCharacter::GetTimeSinceLastInjury(int)const&lt;br /&gt;
270	CBaseCombatCharacter::OnPlayerKilledOther(CBaseEntity *,CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
271	CBaseCombatCharacter::GetDeathActivity(void)&lt;br /&gt;
272	CBaseCombatCharacter::CorpseGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
273	CBaseCombatCharacter::CorpseFade(void)&lt;br /&gt;
274	CBaseCombatCharacter::HasHumanGibs(void)&lt;br /&gt;
275	CBaseCombatCharacter::HasAlienGibs(void)&lt;br /&gt;
276	CBaseCombatCharacter::ShouldGib(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
277	CBaseCombatCharacter::OnKilledNPC(CBaseCombatCharacter*)&lt;br /&gt;
278	CBaseCombatCharacter::Event_Gibbed(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
279	CBasePlayer::Event_Dying(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
280	CBaseCombatCharacter::Event_Dying(void)&lt;br /&gt;
281	CBaseCombatCharacter::BecomeRagdoll(CTakeDamageInfo  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
282	CBaseCombatCharacter::FixupBurningServerRagdoll(CBaseEntity *)&lt;br /&gt;
283	CBaseCombatCharacter::BecomeRagdollBoogie(CBaseEntity *,Vector  const&amp;amp;,float,int)&lt;br /&gt;
284	CBaseCombatCharacter::CheckTraceHullAttack(float,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
285	CBaseCombatCharacter::CheckTraceHullAttack(Vector  const&amp;amp;,Vector  const&amp;amp;,Vector  const&amp;amp;,Vector  const&amp;amp;,int,int,float,bool)&lt;br /&gt;
286	CBaseCombatCharacter::PushawayTouch(CBaseEntity *)&lt;br /&gt;
287	CBaseCombatCharacter::IRelationType(CBaseEntity *)&lt;br /&gt;
288	CBaseCombatCharacter::IRelationPriority(CBaseEntity *)&lt;br /&gt;
289	CBasePlayer::IsInAVehicle(void)const&lt;br /&gt;
290	CBasePlayer::GetVehicle(void)&lt;br /&gt;
291	CBasePlayer::GetVehicleEntity(void)&lt;br /&gt;
292	CBaseCombatCharacter::ExitVehicle(void)&lt;br /&gt;
293	CTFPlayer::RemoveAllWeapons(void)&lt;br /&gt;
294	CBaseCombatCharacter::CalcWeaponProficiency(CBaseCombatWeapon *)&lt;br /&gt;
295	CBaseCombatCharacter::GetAttackSpread(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
296	CBaseCombatCharacter::GetSpreadBias(CBaseCombatWeapon *,CBaseEntity *)&lt;br /&gt;
297	CBasePlayer::DoMuzzleFlash(void)&lt;br /&gt;
298	CBaseCombatCharacter::AddEntityRelationship(CBaseEntity *,Disposition_t,int)&lt;br /&gt;
299	CBaseCombatCharacter::RemoveEntityRelationship(CBaseEntity *)&lt;br /&gt;
300	CBaseCombatCharacter::AddClassRelationship(Class_T,Disposition_t,int)&lt;br /&gt;
301	CBaseCombatCharacter::OnChangeActiveWeapon(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
302	CBaseCombatCharacter::GetLastKnownArea(void)const&lt;br /&gt;
303	CBaseCombatCharacter::IsAreaTraversable(CNavArea  const*)const&lt;br /&gt;
304	CBaseCombatCharacter::ClearLastKnownArea(void)&lt;br /&gt;
305	CBaseCombatCharacter::UpdateLastKnownArea(void)&lt;br /&gt;
306	CTFPlayer::OnNavAreaChanged(CNavArea *,CNavArea *)&lt;br /&gt;
307	CBaseCombatCharacter::OnNavAreaRemoved(CNavArea *)&lt;br /&gt;
308	CBaseCombatCharacter::OnPursuedBy(INextBot *)&lt;br /&gt;
309	CBasePlayer::NetworkStateChanged_m_iAmmo(void)&lt;br /&gt;
310	CBasePlayer::NetworkStateChanged_m_iAmmo(void *)&lt;br /&gt;
311	CTFPlayer::CreateViewModel(int)&lt;br /&gt;
312	CBasePlayer::SetupVisibility(CBaseEntity *,unsigned char *,int)&lt;br /&gt;
313	CTFPlayer::WantsLagCompensationOnEntity(CBasePlayer  const*,CUserCmd  const*,CBitVec&amp;lt;2048&amp;gt;  const*)const&lt;br /&gt;
314	CBasePlayer::SharedSpawn(void)&lt;br /&gt;
315	CTFPlayer::ForceRespawn(void)&lt;br /&gt;
316	CTFPlayer::InitialSpawn(void)&lt;br /&gt;
317	CBasePlayer::InitHUD(void)&lt;br /&gt;
318	CBasePlayer::ShowViewPortPanel(char  const*,bool,KeyValues *)&lt;br /&gt;
319	CTFPlayer::PlayerDeathThink(void)&lt;br /&gt;
320	CBasePlayer::Jump(void)&lt;br /&gt;
321	CBasePlayer::Duck(void)&lt;br /&gt;
322	CTFPlayer::PreThink(void)&lt;br /&gt;
323	CTFPlayer::PostThink(void)&lt;br /&gt;
324	CTFPlayer::DamageEffect(float,int)&lt;br /&gt;
325	CTFPlayer::OnDamagedByExplosion(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
326	CBasePlayer::ShouldFadeOnDeath(void)&lt;br /&gt;
327	CBasePlayer::IsFakeClient(void)const&lt;br /&gt;
328	CBasePlayer::GetPlayerMins(void)const&lt;br /&gt;
329	CBasePlayer::GetPlayerMaxs(void)const&lt;br /&gt;
330	CBasePlayer::CalcRoll(QAngle  const&amp;amp;,Vector  const&amp;amp;,float,float)&lt;br /&gt;
331	CBasePlayer::PackDeadPlayerItems(void)&lt;br /&gt;
332	CTFPlayer::RemoveAllItems(bool)&lt;br /&gt;
333	CBasePlayer::Weapon_SetLast(CBaseCombatWeapon *)&lt;br /&gt;
334	CTFPlayer::Weapon_ShouldSetLast(CBaseCombatWeapon *,CBaseCombatWeapon *)&lt;br /&gt;
335	CBasePlayer::Weapon_ShouldSelectItem(CBaseCombatWeapon *)&lt;br /&gt;
336	CTFPlayer::OnMyWeaponFired(CBaseCombatWeapon *)&lt;br /&gt;
337	CBasePlayer::GetTimeSinceWeaponFired(void)const&lt;br /&gt;
338	CBasePlayer::IsFiringWeapon(void)const&lt;br /&gt;
339	CBasePlayer::UpdateClientData(void)&lt;br /&gt;
340	CBasePlayer::ExitLadder(void)&lt;br /&gt;
341	CBasePlayer::GetLadderSurface(Vector  const&amp;amp;)&lt;br /&gt;
342	CBasePlayer::SetFlashlightEnabled(bool)&lt;br /&gt;
343	CTFPlayer::FlashlightIsOn(void)&lt;br /&gt;
344	CTFPlayer::FlashlightTurnOn(void)&lt;br /&gt;
345	CTFPlayer::FlashlightTurnOff(void)&lt;br /&gt;
346	CBasePlayer::IsIlluminatedByFlashlight(CBaseEntity *,float *)&lt;br /&gt;
347	CBasePlayer::UpdateStepSound(surfacedata_t *,Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
348	CBasePlayer::PlayStepSound(Vector &amp;amp;,surfacedata_t *,float,bool)&lt;br /&gt;
349	CTFPlayer::GetStepSoundVelocities(float *,float *)&lt;br /&gt;
350	CTFPlayer::SetStepSoundTime(stepsoundtimes_t,bool)&lt;br /&gt;
351	CTFPlayer::DeathSound(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
352	CTFPlayer::SetAnimation(PLAYER_ANIM)&lt;br /&gt;
353	CBasePlayer::ImpulseCommands(void)&lt;br /&gt;
354	CTFPlayer::CheatImpulseCommands(int)&lt;br /&gt;
355	CTFPlayer::ClientCommand(CCommand  const&amp;amp;)&lt;br /&gt;
356	CBasePlayer::StartObserverMode(int)&lt;br /&gt;
357	CBasePlayer::StopObserverMode(void)&lt;br /&gt;
358	CTFPlayer::ModeWantsSpectatorGUI(int)&lt;br /&gt;
359	CTFPlayer::SetObserverMode(int)&lt;br /&gt;
360	CBasePlayer::GetObserverMode(void)&lt;br /&gt;
361	CTFPlayer::SetObserverTarget(CBaseEntity *)&lt;br /&gt;
362	CBasePlayer::ObserverUse(bool)&lt;br /&gt;
363	CBasePlayer::GetObserverTarget(void)&lt;br /&gt;
364	CTFPlayer::FindNextObserverTarget(bool)&lt;br /&gt;
365	CTFPlayer::GetNextObserverSearchStartPoint(bool)&lt;br /&gt;
366	CTFPlayer::IsValidObserverTarget(CBaseEntity *)&lt;br /&gt;
367	CTFPlayer::CheckObserverSettings(void)&lt;br /&gt;
368	CBasePlayer::JumptoPosition(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
369	CBasePlayer::ForceObserverMode(int)&lt;br /&gt;
370	CBasePlayer::ResetObserverMode(void)&lt;br /&gt;
371	CTFPlayer::ValidateCurrentObserverTarget(void)&lt;br /&gt;
372	CTFPlayer::AttemptToExitFreezeCam(void)&lt;br /&gt;
373	CBasePlayer::StartReplayMode(float,float,int)&lt;br /&gt;
374	CBasePlayer::StopReplayMode(void)&lt;br /&gt;
375	CBasePlayer::GetDelayTicks(void)&lt;br /&gt;
376	CBasePlayer::GetReplayEntity(void)&lt;br /&gt;
377	CBasePlayer::CreateCorpse(void)&lt;br /&gt;
378	CTFPlayer::EntSelectSpawnPoint(void)&lt;br /&gt;
379	CBasePlayer::GetInVehicle(IServerVehicle *,int)&lt;br /&gt;
380	CBasePlayer::LeaveVehicle(Vector  const&amp;amp;,QAngle  const&amp;amp;)&lt;br /&gt;
381	CBasePlayer::OnVehicleStart(void)&lt;br /&gt;
382	CBasePlayer::OnVehicleEnd(Vector &amp;amp;)&lt;br /&gt;
383	CTFPlayer::BumpWeapon(CBaseCombatWeapon *)&lt;br /&gt;
384	CBasePlayer::SelectLastItem(void)&lt;br /&gt;
385	CBasePlayer::SelectItem(char  const*,int)&lt;br /&gt;
386	CTFPlayer::ItemPostFrame(void)&lt;br /&gt;
387	CBasePlayer::GiveNamedItem(char  const*,int)&lt;br /&gt;
388	CBasePlayer::CheckTrainUpdate(void)&lt;br /&gt;
389	CBasePlayer::SetPlayerUnderwater(bool)&lt;br /&gt;
390	CBasePlayer::CanBreatheUnderwater(void)const&lt;br /&gt;
391	CTFPlayer::PlayerUse(void)&lt;br /&gt;
392	CBasePlayer::PlayUseDenySound(void)&lt;br /&gt;
393	CBasePlayer::FindUseEntity(void)&lt;br /&gt;
394	CBasePlayer::IsUseableEntity(CBaseEntity *,unsigned int)&lt;br /&gt;
395	CBasePlayer::PickupObject(CBaseEntity *,bool)&lt;br /&gt;
396	CBasePlayer::ForceDropOfCarriedPhysObjects(CBaseEntity *)&lt;br /&gt;
397	CBasePlayer::GetHeldObjectMass(IPhysicsObject *)&lt;br /&gt;
398	CBasePlayer::UpdateGeigerCounter(void)&lt;br /&gt;
399	CBasePlayer::GetAutoaimVector(float)&lt;br /&gt;
400	CBasePlayer::GetAutoaimVector(float,float)&lt;br /&gt;
401	CBasePlayer::GetAutoaimVector(autoaim_params_t &amp;amp;)&lt;br /&gt;
402	CBasePlayer::ShouldAutoaim(void)&lt;br /&gt;
403	CBasePlayer::ForceClientDllUpdate(void)&lt;br /&gt;
404	CBasePlayer::ProcessUsercmds(CUserCmd *,int,int,int,bool)&lt;br /&gt;
405	CTFPlayer::PlayerRunCommand(CUserCmd *,IMoveHelper *)&lt;br /&gt;
406	CTFPlayer::ChangeTeam(int,bool,bool)&lt;br /&gt;
407	CTFPlayer::CanHearAndReadChatFrom(CBasePlayer *)&lt;br /&gt;
408	CBaseMultiplayerPlayer::CanSpeak(void)&lt;br /&gt;
409	CBasePlayer::ModifyOrAppendPlayerCriteria(AI_CriteriaSet &amp;amp;)&lt;br /&gt;
410	CBasePlayer::CheckChatText(char *,int)&lt;br /&gt;
411	CTFPlayer::CreateRagdollEntity(void)&lt;br /&gt;
412	CTFPlayer::ShouldAnnounceAchievement(void)&lt;br /&gt;
413	CBasePlayer::EquipWearable(CWearableItem *)&lt;br /&gt;
414	CBasePlayer::RemoveWearable(CWearableItem *)&lt;br /&gt;
415	CBasePlayer::IsFollowingPhysics(void)&lt;br /&gt;
416	CBasePlayer::InitVCollision(Vector  const&amp;amp;,Vector  const&amp;amp;)&lt;br /&gt;
417	CBasePlayer::UpdatePhysicsShadowToCurrentPosition(void)&lt;br /&gt;
418	CBasePlayer::Hints(void)&lt;br /&gt;
419	CTFPlayer::IsReadyToPlay(void)&lt;br /&gt;
420	CTFPlayer::IsReadyToSpawn(void)&lt;br /&gt;
421	CTFPlayer::ShouldGainInstantSpawn(void)&lt;br /&gt;
422	CTFPlayer::ResetPerRoundStats(void)&lt;br /&gt;
423	CTFPlayer::ResetScores(void)&lt;br /&gt;
424	CBasePlayer::EquipSuit(bool)&lt;br /&gt;
425	CBasePlayer::RemoveSuit(void)&lt;br /&gt;
426	CBasePlayer::GetPlayerMaxSpeed(void)&lt;br /&gt;
427	CTFPlayer::CommitSuicide(bool,bool)&lt;br /&gt;
428	CBasePlayer::CommitSuicide(Vector  const&amp;amp;,bool,bool)&lt;br /&gt;
429	CBasePlayer::IsBot(void)const&lt;br /&gt;
430	CBasePlayer::IsBotOfType(int)const&lt;br /&gt;
431	CBasePlayer::GetBotType(void)const&lt;br /&gt;
432	CBaseMultiplayerPlayer::GetExpresser(void)&lt;br /&gt;
433	CBasePlayer::SpawnArmorValue(void)const&lt;br /&gt;
434	CBasePlayer::NetworkStateChanged_m_ArmorValue(void)&lt;br /&gt;
435	CBasePlayer::NetworkStateChanged_m_ArmorValue(void *)&lt;br /&gt;
436	CBasePlayer::HasHaptics(void)&lt;br /&gt;
437	CBasePlayer::SetHaptics(bool)&lt;br /&gt;
438	CBasePlayer::PlayerSolidMask(bool)const&lt;br /&gt;
439	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::NoteSpeaking(float,float)&lt;br /&gt;
440	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::Speak(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
441	CAI_ExpresserHost&amp;lt;CBasePlayer&amp;gt;::PostSpeakDispatchResponse(char  const*,AI_Response *)&lt;br /&gt;
442	CBaseMultiplayerPlayer::SpeakIfAllowed(char  const*,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
443	CTFPlayer::SpeakConceptIfAllowed(int,char  const*,char *,unsigned int,IRecipientFilter *)&lt;br /&gt;
444	CTFPlayer::CanBeAutobalanced(void)&lt;br /&gt;
445	CTFPlayer::CanSpeakVoiceCommand(void)&lt;br /&gt;
446	CTFPlayer::ShouldShowVoiceSubtitleToEnemy(void)&lt;br /&gt;
447	CTFPlayer::NoteSpokeVoiceCommand(char  const*)&lt;br /&gt;
448	CTFPlayer::OnAchievementEarned(int)&lt;br /&gt;
449	CBaseMultiplayerPlayer::GetMultiplayerExpresser(void)&lt;br /&gt;
450	CTFPlayer::CalculateTeamBalanceScore(void)&lt;br /&gt;
451	CBaseMultiplayerPlayer::CreateExpresser(void)&lt;br /&gt;
452	CTFPlayer::DetermineAssistForKill(CTakeDamageInfo  const&amp;amp;)&lt;br /&gt;
453	CTFPlayer::SetNumberofDominations(int)&lt;br /&gt;
454	CTFPlayer::GetNumberofDominations(void)&lt;br /&gt;
455	CTFPlayer::ShouldGib(CTakeDamageInfo  const&amp;amp;,bool)&lt;br /&gt;
456	CTFPlayer::GetAttributeManager(void)&lt;br /&gt;
457	CTFPlayer::GetAttributeContainer(void)&lt;br /&gt;
458	CTFPlayer::GetAttributeOwner(void)&lt;br /&gt;
459	CTFPlayer::ReapplyProvision(void)&lt;br /&gt;
460	CTFPlayer::InventoryUpdated(CPlayerInventory *,EItemRequestResult)&lt;br /&gt;
461	CTFPlayer::SOCacheUnsubscribed(CSteamID  const&amp;amp;)&lt;br /&gt;
462	CTFPlayer::GiveNamedItem(char  const*,int,CScriptCreatedItem *,bool)&lt;br /&gt;
463	CTFPlayer::InitClass(void)&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>FlaminSarge</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Team_Fortress_2_Weapons&amp;diff=7942</id>
		<title>Team Fortress 2 Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Team_Fortress_2_Weapons&amp;diff=7942"/>
		<updated>2011-02-09T04:51:50Z</updated>

		<summary type="html">&lt;p&gt;FlaminSarge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a current list of the weapon entity names for Team Fortress 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
These are sorted within each Class by Primary, Secondary, and Melee, as well as PDA and PDA2 if applicable.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also keep in mind that two or more weapons may have the same name. For example, the Heavy's primary weapons are called &amp;quot;Minigun&amp;quot; and &amp;quot;Natasha&amp;quot; but both are named &amp;quot;tf_weapon_minigun&amp;quot; according to GetClientWeapon().&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''DemoMan'''&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_pipebomblauncher&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_grenadelauncher&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_bottle&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_sword&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Engineer'''&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_shotgun_primary&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_sentry_revenge&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_pistol&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_laser_pointer&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_wrench&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_robot_arm&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_builder&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_objectselection&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_pda_engineer_build&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_pda_engineer_destroy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heavy'''&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_minigun&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_shotgun_hwg&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_fists&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Medic'''&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_syringegun_medic&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_medigun&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_bonesaw&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pyro'''&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_flamethrower&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_flaregun&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_shotgun_pyro&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_fireaxe&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Scout'''&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_scattergun&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_handgun_scout_primary&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_pistol_scout&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_lunchbox_drink&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_jar_milk&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_bat&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_bat_wood&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_bat_fish&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Sniper'''&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_sniperrifle&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_smg&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_jar&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_club&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Soldier'''&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_rocketlauncher&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_rocketlauncher_directhit&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_shotgun_soldier&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_buff_item&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_shovel&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spy'''&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_revolver&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_knife&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_pda_spy&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_invis&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>FlaminSarge</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Team_Fortress_2_Weapons&amp;diff=7941</id>
		<title>Team Fortress 2 Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Team_Fortress_2_Weapons&amp;diff=7941"/>
		<updated>2011-02-09T04:43:27Z</updated>

		<summary type="html">&lt;p&gt;FlaminSarge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a current list of the weapon entity names for Team Fortress 2.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
These are sorted by Class -- Primary, Secondary, and Melee.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Also keep in mind that two or more weapons may have the same name. For example, the Heavy's primary weapons are called &amp;quot;Minigun&amp;quot; and &amp;quot;Natasha&amp;quot; but both are named &amp;quot;tf_weapon_minigun&amp;quot; according to GetClientWeapon().&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''DemoMan'''&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_pipebomblauncher&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_grenadelauncher&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_bottle&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_sword&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Engineer'''&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_shotgun_primary&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_sentry_revenge&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_pistol&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_laser_pointer&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_wrench&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_robot_arm&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_builder&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_objectselection&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_pda_engineer_build&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_pda_engineer_destroy&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Heavy'''&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_minigun&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_shotgun_hwg&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_fists&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Medic'''&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_syringegun_medic&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_medigun&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_bonesaw&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pyro'''&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_flamethrower&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_flaregun&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_shotgun_pyro&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_fireaxe&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Scout'''&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_scattergun&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_handgun_scout_primary&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_pistol_scout&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_lunchbox_drink&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_jar_milk&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_bat&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_bat_wood&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_bat_fish&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Sniper'''&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_sniperrifle&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_smg&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_jar&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_club&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Soldier'''&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_rocketlauncher&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_rocketlauncher_directhit&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_shotgun_soldier&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_buff_item&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_shovel&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Spy'''&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_revolver&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_knife&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_pda_spy&amp;lt;br&amp;gt;&lt;br /&gt;
tf_weapon_invis&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>FlaminSarge</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Team_Fortress_2_Events&amp;diff=7895</id>
		<title>Team Fortress 2 Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Team_Fortress_2_Events&amp;diff=7895"/>
		<updated>2010-11-29T06:28:47Z</updated>

		<summary type="html">&lt;p&gt;FlaminSarge: /* localplayer_changedisguise */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Refer back to [[Game Events (Source)]] for more events.''&lt;br /&gt;
=== intro_finish ===&lt;br /&gt;
{{begin-hl2msg|intro_finish|string}}&lt;br /&gt;
{{hl2msg|short|player|entindex of the player}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== intro_nextcamera ===&lt;br /&gt;
{{begin-hl2msg|intro_nextcamera|string}}&lt;br /&gt;
{{hl2msg|short|player|entindex of the player}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_changeclass ===&lt;br /&gt;
{{qnotice|When a player changes their class}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_changeclass|string}}&lt;br /&gt;
{{hl2msg|short|userid|user ID who changed class}}&lt;br /&gt;
{{hl2msg|short|class|class that they changed to}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_death ===&lt;br /&gt;
{{qnotice|When a player dies}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_death|string}}&lt;br /&gt;
{{hl2msg|short|userid|user ID who died}}&lt;br /&gt;
{{hl2msg|long|victim_entindex|}}&lt;br /&gt;
{{hl2msg|long|inflictor_entindex|ent index of inflictor (a sentry, for example)}}&lt;br /&gt;
{{hl2msg|short|attacker|user ID who killed}}&lt;br /&gt;
{{hl2msg|string|weapon|weapon name killer used}}&lt;br /&gt;
{{hl2msg|short|weaponid|ID of weapon killed used}}&lt;br /&gt;
{{hl2msg|long|damagebits|bits of type of damage}}&lt;br /&gt;
{{hl2msg|short|customkill|type of custom kill}}&lt;br /&gt;
{{hl2msg|short|assister|user ID of assister}}&lt;br /&gt;
{{hl2msg|string|weapon_logclassname|weapon name that should be printed on the log}}&lt;br /&gt;
{{hl2msg|short|stun_flags|victim's stun flags at the moment of death}}&lt;br /&gt;
{{hl2msg|short|death_flags|death flags.}}&lt;br /&gt;
{{hl2msg|bool|silent_kill|}}&lt;br /&gt;
{{hl2msg|short|dominated|did killer dominate victim with this kill}}&lt;br /&gt;
{{hl2msg|short|assister_dominated|did assister dominate victim with this kill}}&lt;br /&gt;
{{hl2msg|short|revenge|did killer get revenge on victim with this kill}}&lt;br /&gt;
{{hl2msg|short|assister_revenge|did assister get revenge on victim with this kill}}&lt;br /&gt;
{{hl2msg|bool|first_blood|was this a first blood kill}}&lt;br /&gt;
{{hl2msg|bool|feign_death|the victim is feign death}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== object_removed ===&lt;br /&gt;
{{begin-hl2msg|object_removed|string}}&lt;br /&gt;
{{hl2msg|short|userid|user ID of the object owner}}&lt;br /&gt;
{{hl2msg|short|objecttype|type of object removed}}&lt;br /&gt;
{{hl2msg|short|index|index of the object removed}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== object_destroyed ===&lt;br /&gt;
{{qnotice|When a player destroys an object}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|object_destroyed|string}}&lt;br /&gt;
{{hl2msg|short|userid|user ID who died}}&lt;br /&gt;
{{hl2msg|short|attacker|user ID who killed}}&lt;br /&gt;
&lt;br /&gt;
{{hl2msg|short|assister|user ID of assister}}&lt;br /&gt;
{{hl2msg|string|weapon|weapon name killer used}}&lt;br /&gt;
{{hl2msg|short|weaponid|id of the weapon used}}&lt;br /&gt;
&lt;br /&gt;
{{hl2msg|short|objecttype|type of object destroyed}}&lt;br /&gt;
{{hl2msg|short|index|index of the object destroyed}}&lt;br /&gt;
{{hl2msg|bool|was_building|object was being built when it died}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== tf_map_time_remaining ===&lt;br /&gt;
{{begin-hl2msg|tf_map_time_remaining|string}}&lt;br /&gt;
{{hl2msg|long|seconds|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== tf_game_over ===&lt;br /&gt;
{{qnotice|When a tf game ends}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|tf_game_over|string}}&lt;br /&gt;
{{hl2msg|string|reason|why the game is over ( timelimit, winlimit )}}&lt;br /&gt;
&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== ctf_flag_captured ===&lt;br /&gt;
{{qnotice|When a flag is captured by a player}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|ctf_flag_captured|string}}&lt;br /&gt;
{{hl2msg|short|capping_team|}}&lt;br /&gt;
{{hl2msg|short|capping_team_score|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== controlpoint_initialized ===&lt;br /&gt;
{{qnotice|When a player begins to capture a control point}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|controlpoint_initialized|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== controlpoint_updateimages ===&lt;br /&gt;
{{begin-hl2msg|controlpoint_updateimages|string}}&lt;br /&gt;
{{hl2msg|short|index|index of the cap being updated}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== controlpoint_updatelayout ===&lt;br /&gt;
{{begin-hl2msg|controlpoint_updatelayout|string}}&lt;br /&gt;
{{hl2msg|short|index|index of the cap being updated}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== controlpoint_updatecapping ===&lt;br /&gt;
{{begin-hl2msg|controlpoint_updatecapping|string}}&lt;br /&gt;
{{hl2msg|short|index|index of the cap being updated}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== controlpoint_updateowner ===&lt;br /&gt;
{{begin-hl2msg|controlpoint_updateowner|string}}&lt;br /&gt;
{{hl2msg|short|index|index of the cap being updated}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== controlpoint_starttouch ===&lt;br /&gt;
{{qnotice|When a player enters a capture point zone}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|controlpoint_starttouch|string}}&lt;br /&gt;
{{hl2msg|short|player|entindex of the player}}&lt;br /&gt;
{{hl2msg|short|area|index of the control point area}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== controlpoint_endtouch ===&lt;br /&gt;
{{qnotice|When a player leaves a capture point zone}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|controlpoint_endtouch|string}}&lt;br /&gt;
{{hl2msg|short|player|entindex of the player}}&lt;br /&gt;
{{hl2msg|short|area|index of the control point area}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== controlpoint_pulse_element ===&lt;br /&gt;
{{begin-hl2msg|controlpoint_pulse_element|string}}&lt;br /&gt;
{{hl2msg|short|player|entindex of the player}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== controlpoint_fake_capture ===&lt;br /&gt;
{{begin-hl2msg|controlpoint_fake_capture|string}}&lt;br /&gt;
{{hl2msg|short|player|entindex of the player}}&lt;br /&gt;
{{hl2msg|short|int_data|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== controlpoint_fake_capture_mult ===&lt;br /&gt;
{{begin-hl2msg|controlpoint_fake_capture_mult|string}}&lt;br /&gt;
{{hl2msg|short|player|entindex of the player}}&lt;br /&gt;
{{hl2msg|short|int_data|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_round_selected ===&lt;br /&gt;
{{qnotice|When a round is selected.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_round_selected|string}}&lt;br /&gt;
{{hl2msg|string|round|name of the round selected}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_round_start ===&lt;br /&gt;
{{qnotice|round restart}}&amp;lt;br&amp;gt; &lt;br /&gt;
{{begin-hl2msg|teamplay_round_start|string}}&lt;br /&gt;
{{hl2msg|bool|full_reset|is this a full reset of the map}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_round_active ===&lt;br /&gt;
{{qnotice|called when round is active, players can move}}&amp;lt;br&amp;gt; &lt;br /&gt;
{{begin-hl2msg|teamplay_round_active|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_waiting_begins ===&lt;br /&gt;
{{qnotice|When the &amp;quot;waiting for players&amp;quot; pre-round begins}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_waiting_begins|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_waiting_ends ===&lt;br /&gt;
{{qnotice|When the &amp;quot;waiting for players&amp;quot; pre-round ends}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_waiting_ends|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_waiting_abouttoend ===&lt;br /&gt;
{{qnotice|When the &amp;quot;waiting for players&amp;quot; pre-round is about to end}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_waiting_abouttoend|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_restart_round ===&lt;br /&gt;
{{qnotice|When a round is restarted}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_restart_round|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_ready_restart ===&lt;br /&gt;
{{begin-hl2msg|teamplay_ready_restart|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_round_restart_seconds ===&lt;br /&gt;
{{begin-hl2msg|teamplay_round_restart_seconds|string}}&lt;br /&gt;
{{hl2msg|short|seconds|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_team_ready ===&lt;br /&gt;
{{begin-hl2msg|teamplay_team_ready|string}}&lt;br /&gt;
{{hl2msg|byte|team|which team is ready}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_round_win ===&lt;br /&gt;
{{qnotice|When a team wins a round}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_round_win|string}}&lt;br /&gt;
{{hl2msg|byte|team|which team won the round}}&lt;br /&gt;
{{hl2msg|byte|winreason|the reason the team won}}&lt;br /&gt;
{{hl2msg|short|flagcaplimit|if win reason was flag cap limit, the value of the flag cap limit}}&lt;br /&gt;
&lt;br /&gt;
{{hl2msg|short|full_round|was this a full round or a mini-round}}&lt;br /&gt;
{{hl2msg|float|round_time|elapsed time of this round}}&lt;br /&gt;
{{hl2msg|short|losing_team_num_caps|# of caps this round by losing team}}&lt;br /&gt;
{{hl2msg|byte|was_sudden_death|did a team win this after entering sudden death}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_update_timer ===&lt;br /&gt;
{{begin-hl2msg|teamplay_update_timer|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_round_stalemate ===&lt;br /&gt;
{{qnotice|When a game ends in a stalemate}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_round_stalemate|string}}&lt;br /&gt;
{{hl2msg|byte|reason|why the stalemate is occuring}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_overtime_begin ===&lt;br /&gt;
{{qnotice|When an overtime round begins}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_overtime_begin|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_overtime_end ===&lt;br /&gt;
{{qnotice|When an overtime round ends}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_overtime_end|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_suddendeath_begin ===&lt;br /&gt;
{{qnotice|When a sudden death round begins}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_suddendeath_begin|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_suddendeath_end ===&lt;br /&gt;
{{qnotice|When a sudden death round ends}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_suddendeath_end|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_game_over ===&lt;br /&gt;
{{qnotice|When a teamplay game ends}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_game_over|string}}&lt;br /&gt;
{{hl2msg|string|reason|why the game is over ( timelimit, winlimit )}}&lt;br /&gt;
&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_map_time_remaining ===&lt;br /&gt;
{{begin-hl2msg|teamplay_map_time_remaining|string}}&lt;br /&gt;
{{hl2msg|short|seconds|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_broadcast_audio ===&lt;br /&gt;
{{qnotice|Broadcast an audio file.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_broadcast_audio|string}}&lt;br /&gt;
{{hl2msg|byte|team|which team should hear the broadcast. 0 will make everyone hear it.}}&lt;br /&gt;
&lt;br /&gt;
{{hl2msg|string|sound|sound to play}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_timer_flash ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|teamplay_timer_flash|string}}&lt;br /&gt;
{{hl2msg|short|time_remaining|how many seconds until the round ends}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_timer_time_added ===&lt;br /&gt;
{{begin-hl2msg|teamplay_timer_time_added|string}}&lt;br /&gt;
{{hl2msg|short|timer|entindex of the timer}}&lt;br /&gt;
{{hl2msg|short|seconds_added|how many seconds were added to the round timer}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_point_startcapture ===&lt;br /&gt;
{{qnotice|When a point is beginning to be captured}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_point_startcapture|string}}&lt;br /&gt;
{{hl2msg|byte|cp|index of the point being captured}}&lt;br /&gt;
{{hl2msg|string|cpname|name of the point}}&lt;br /&gt;
{{hl2msg|byte|team|which team currently owns the point}}&lt;br /&gt;
{{hl2msg|byte|capteam|which team is capping}}&lt;br /&gt;
{{hl2msg|string|cappers|string where each character is a player index of someone capping}}&lt;br /&gt;
{{hl2msg|float|captime|time between when this cap started and when the point last changed hands}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_point_captured ===&lt;br /&gt;
{{qnotice|When a control point is captured by a team}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_point_captured|string}}&lt;br /&gt;
{{hl2msg|byte|cp|index of the point that was captured}}&lt;br /&gt;
&lt;br /&gt;
{{hl2msg|string|cpname|name of the point}}&lt;br /&gt;
{{hl2msg|byte|team|which team capped}}&lt;br /&gt;
{{hl2msg|string|cappers|string where each character is a player index of someone that capped}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_point_locked ===&lt;br /&gt;
{{begin-hl2msg|teamplay_point_locked|string}}&lt;br /&gt;
{{hl2msg|byte|cp|index of the point being captured}}&lt;br /&gt;
{{hl2msg|string|cpname|name of the point}}&lt;br /&gt;
{{hl2msg|byte|team|which team currently owns the point}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_point_unlocked ===&lt;br /&gt;
{{begin-hl2msg|teamplay_point_unlocked|string}}&lt;br /&gt;
{{hl2msg|byte|cp|index of the point being captured}}&lt;br /&gt;
{{hl2msg|string|cpname|name of the point}}&lt;br /&gt;
{{hl2msg|byte|team|which team currently owns the point}}&lt;br /&gt;
&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_capture_broken ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|teamplay_capture_broken|string}}&lt;br /&gt;
{{hl2msg|byte|cp|}}&lt;br /&gt;
{{hl2msg|string|cpname|}}&lt;br /&gt;
{{hl2msg|float|time_remaining|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_capture_blocked ===&lt;br /&gt;
{{qnotice|When a player blocks the capture of a control point}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_capture_blocked|string}}&lt;br /&gt;
{{hl2msg|byte|cp|index of the point that was blocked}}&lt;br /&gt;
&lt;br /&gt;
{{hl2msg|string|cpname|name of the point}}&lt;br /&gt;
{{hl2msg|byte|blocker|index of the player that blocked the cap}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_flag_event ===&lt;br /&gt;
{{begin-hl2msg|teamplay_flag_event|string}}&lt;br /&gt;
{{hl2msg|short|player|player this event involves}}&lt;br /&gt;
{{hl2msg|short|carrier|the carrier if needed}}&lt;br /&gt;
{{hl2msg|short|eventtype|pick up, capture, defend, dropped}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_win_panel ===&lt;br /&gt;
{{qnotice|When the win-game panel is displayed}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_win_panel|string}}&lt;br /&gt;
{{hl2msg|byte|panel_style|for client to determine layout}}&lt;br /&gt;
{{hl2msg|byte|winning_team|}}&lt;br /&gt;
{{hl2msg|byte|winreason|the reason the team won}}&lt;br /&gt;
{{hl2msg|string|cappers|string where each character is a player index of someone that capped}}&lt;br /&gt;
{{hl2msg|short|flagcaplimit|if win reason was flag cap limit, the value of the flag cap limit}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{hl2msg|short|blue_score|red team score}}&lt;br /&gt;
{{hl2msg|short|red_score|blue team score}}&lt;br /&gt;
{{hl2msg|short|blue_score_prev|previous red team score}}&lt;br /&gt;
{{hl2msg|short|red_score_prev|previous blue team score}}&lt;br /&gt;
{{hl2msg|short|round_complete|is this a complete round, or the end of a mini-round}}&lt;br /&gt;
{{hl2msg|short|rounds_remaining|# of rounds remaining for wining team, if mini-round}}&lt;br /&gt;
&lt;br /&gt;
{{hl2msg|short|player_1|}}&lt;br /&gt;
{{hl2msg|short|player_1_points|}}&lt;br /&gt;
{{hl2msg|short|player_2|}}&lt;br /&gt;
{{hl2msg|short|player_2_points|}}&lt;br /&gt;
{{hl2msg|short|player_3|}}&lt;br /&gt;
{{hl2msg|short|player_3_points|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_teambalanced_player ===&lt;br /&gt;
{{qnotice|When a player is balanced to another team}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_teambalanced_player|string}}&lt;br /&gt;
{{hl2msg|short|player|entindex of the player}}&lt;br /&gt;
{{hl2msg|byte|team|which team the player is being moved to}}&lt;br /&gt;
&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_setup_finished ===&lt;br /&gt;
{{qnotice|When the setup round ends}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_setup_finished|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== show_freezepanel ===&lt;br /&gt;
{{qnotice|When the death-snapshot panel is shown}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|show_freezepanel|string}}&lt;br /&gt;
{{hl2msg|short|killer|entindex of the killer entity}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== hide_freezepanel ===&lt;br /&gt;
{{qnotice|When the death-snapshot panel is hidden}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|hide_freezepanel|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== freezecam_started ===&lt;br /&gt;
{{qnotice|When a player enters the death-snapshot view}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|freezecam_started|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== localplayer_changeteam ===&lt;br /&gt;
{{qnotice|When a LAN player changes team}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|localplayer_changeteam|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== localplayer_score_changed ===&lt;br /&gt;
{{begin-hl2msg|localplayer_score_changed|string}}&lt;br /&gt;
{{hl2msg|short|score|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== localplayer_changeclass ===&lt;br /&gt;
{{qnotice|When a LAN player changes class}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|localplayer_changeclass|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== localplayer_respawn ===&lt;br /&gt;
{{qnotice|When a LAN player respawns}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|localplayer_respawn|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== building_info_changed ===&lt;br /&gt;
{{begin-hl2msg|building_info_changed|string}}&lt;br /&gt;
{{hl2msg|byte|building_type|}}&lt;br /&gt;
{{hl2msg|byte|object_mode|}}&lt;br /&gt;
{{hl2msg|byte|remove|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== localplayer_changedisguise ===&lt;br /&gt;
{{qnotice|When a LAN player changes their disguise as a spy}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|localplayer_changedisguise|string}}&lt;br /&gt;
{{hl2msg|bool|disguised|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_account_changed ===&lt;br /&gt;
{{begin-hl2msg|player_account_changed|string}}&lt;br /&gt;
{{hl2msg|short|old_value|}}&lt;br /&gt;
{{hl2msg|short|new_value|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== spy_pda_reset ===&lt;br /&gt;
{{begin-hl2msg|spy_pda_reset|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== flagstatus_update ===&lt;br /&gt;
{{begin-hl2msg|flagstatus_update|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_stats_updated ===&lt;br /&gt;
{{qnotice|When a players stats are updated}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_stats_updated|string}}&lt;br /&gt;
{{hl2msg|bool|forceupload|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== playing_commentary ===&lt;br /&gt;
{{qnotice|When a commentary is being played}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|playing_commentary|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_chargedeployed ===&lt;br /&gt;
{{qnotice|When an uber is deployed}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_chargedeployed|string}}&lt;br /&gt;
{{hl2msg|short|userid|user ID of medic who deployed charge}}&lt;br /&gt;
{{hl2msg|short|targetid|user ID of who the medic charged}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_builtobject ===&lt;br /&gt;
{{qnotice|When a player builds an object}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_builtobject|string}}&lt;br /&gt;
{{hl2msg|short|userid|user ID of the builder}}&lt;br /&gt;
{{hl2msg|byte|object|}}&lt;br /&gt;
{{hl2msg|short|index|index of the object}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_upgradedobject ===&lt;br /&gt;
{{begin-hl2msg|player_upgradedobject|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|byte|object|}}&lt;br /&gt;
{{hl2msg|short|index|}}&lt;br /&gt;
{{hl2msg|bool|isbuilder|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== achievement_earned ===&lt;br /&gt;
{{qnotice|When a player earns an achievement}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|achievement_earned|string}}&lt;br /&gt;
{{hl2msg|byte|player|entindex of the player}}&lt;br /&gt;
{{hl2msg|short|achievement|achievement ID}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== spec_target_updated ===&lt;br /&gt;
{{begin-hl2msg|spec_target_updated|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== tournament_stateupdate ===&lt;br /&gt;
{{begin-hl2msg|tournament_stateupdate|string}}&lt;br /&gt;
{{hl2msg|short|userid|user ID on server}}&lt;br /&gt;
{{hl2msg|bool|namechange|}}&lt;br /&gt;
{{hl2msg|short|readystate|}}&lt;br /&gt;
{{hl2msg|string|newname|players new name}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_calledformedic ===&lt;br /&gt;
{{qnotice|When a player calls for a medic}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_calledformedic|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== localplayer_becameobserver ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|localplayer_becameobserver|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_ignited_inv ===&lt;br /&gt;
{{qnotice|sent when a player is ignited by a pyro who is being invulned, only to the medic who's doing the invulning}}&amp;lt;br&amp;gt; &lt;br /&gt;
{{begin-hl2msg|player_ignited_inv|string}}&lt;br /&gt;
{{hl2msg|byte|pyro_entindex|entindex of the pyro who ignited the victim}}&lt;br /&gt;
{{hl2msg|byte|victim_entindex|entindex of the player ignited by the pyro}}&lt;br /&gt;
{{hl2msg|byte|medic_entindex|entindex of the medic releasing the invuln}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_ignited ===&lt;br /&gt;
{{qnotice|sent when a player is ignited, only to the two players involved}}&amp;lt;br&amp;gt; &lt;br /&gt;
{{begin-hl2msg|player_ignited|string}}&lt;br /&gt;
{{hl2msg|byte|pyro_entindex|entindex of the pyro who ignited the victim}}&lt;br /&gt;
{{hl2msg|byte|victim_entindex|entindex of the player ignited by the pyro}}&lt;br /&gt;
{{hl2msg|byte|weaponid|weaponid of the weapon used}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_extinguished ===&lt;br /&gt;
{{qnotice|sent when a burning player is extinguished by a medic}}&amp;lt;br&amp;gt; &lt;br /&gt;
{{begin-hl2msg|player_extinguished|string}}&lt;br /&gt;
{{hl2msg|byte|victim|entindex of the player that was extinguished}}&lt;br /&gt;
{{hl2msg|byte|healer|entindex of the player who did the extinguishing}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_teleported ===&lt;br /&gt;
{{qnotice|Sent when a player is teleported}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_teleported|string}}&lt;br /&gt;
{{hl2msg|short|userid|userid of the player}}&lt;br /&gt;
{{hl2msg|short|builderid|userid of the player who built the teleporter}}&lt;br /&gt;
{{hl2msg|float|dist|distance the player was teleported}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_healedmediccall ===&lt;br /&gt;
{{qnotice|local player heals someone who called for medic.}}&amp;lt;br&amp;gt; &lt;br /&gt;
{{begin-hl2msg|player_healedmediccall|string}}&lt;br /&gt;
{{hl2msg|short|userid|userid of person who got healed}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== localplayer_chargeready ===&lt;br /&gt;
{{qnotice|local player has full medic charge}}&amp;lt;br&amp;gt; &lt;br /&gt;
{{begin-hl2msg|localplayer_chargeready|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== localplayer_winddown ===&lt;br /&gt;
{{qnotice|local player minigun winddown}}&amp;lt;br&amp;gt; &lt;br /&gt;
{{begin-hl2msg|localplayer_winddown|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_invulned ===&lt;br /&gt;
{{qnotice|Send when a player is made invulnerable}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_invulned|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|medic_userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== escort_speed ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|escort_speed|string}}&lt;br /&gt;
{{hl2msg|byte|team|which team}}&lt;br /&gt;
{{hl2msg|byte|speed|}}&lt;br /&gt;
{{hl2msg|byte|players|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== escort_progress ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|escort_progress|string}}&lt;br /&gt;
{{hl2msg|byte|team|which team}}&lt;br /&gt;
{{hl2msg|float|progress|}}&lt;br /&gt;
{{hl2msg|bool|reset|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== escort_recede ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|escort_recede|string}}&lt;br /&gt;
{{hl2msg|byte|team|which team}}&lt;br /&gt;
{{hl2msg|float|recedetime|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== client_loadout_changed ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|client_loadout_changed|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== gameui_activated ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|gameui_activated|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== gameui_hidden ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|gameui_hidden|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_escort_score ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|player_escort_score|string}}&lt;br /&gt;
{{hl2msg|byte|player|}}&lt;br /&gt;
{{hl2msg|byte|points|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_healonhit ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|player_healonhit|string}}&lt;br /&gt;
{{hl2msg|short|amount|}}&lt;br /&gt;
{{hl2msg|byte|entindex|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_stealsandvich ===&lt;br /&gt;
{{begin-hl2msg|player_stealsandvich|string}}&lt;br /&gt;
{{hl2msg|short|owner|}}&lt;br /&gt;
{{hl2msg|short|target|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== show_class_layout ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|show_class_layout|string}}&lt;br /&gt;
{{hl2msg|bool|show|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== show_vs_panel ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|show_vs_panel|string}}&lt;br /&gt;
{{hl2msg|bool|show|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_damaged ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|player_damaged|string}}&lt;br /&gt;
{{hl2msg|short|amount|}}&lt;br /&gt;
{{hl2msg|long|type|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_hurt ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|player_hurt|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|health|}}&lt;br /&gt;
{{hl2msg|short|attacker|}}&lt;br /&gt;
&lt;br /&gt;
{{hl2msg|short|damageamount|}}&lt;br /&gt;
{{hl2msg|bool|crit|}}&lt;br /&gt;
{{hl2msg|bool|minicrit|}}&lt;br /&gt;
{{hl2msg|bool|allseecrit|}}&lt;br /&gt;
{{hl2msg|short|weaponid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== arena_player_notification ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|arena_player_notification|string}}&lt;br /&gt;
{{hl2msg|byte|player|}}&lt;br /&gt;
{{hl2msg|byte|message|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== arena_match_maxstreak ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|arena_match_maxstreak|string}}&lt;br /&gt;
{{hl2msg|byte|team|}}&lt;br /&gt;
{{hl2msg|byte|streak|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== arena_round_start ===&lt;br /&gt;
{{qnotice|called when round is active, players can move}}&amp;lt;br&amp;gt; &lt;br /&gt;
{{begin-hl2msg|arena_round_start|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== arena_win_panel ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|arena_win_panel|string}}&lt;br /&gt;
{{hl2msg|byte|panel_style|for client to determine layout}}&lt;br /&gt;
{{hl2msg|byte|winning_team|}}&lt;br /&gt;
{{hl2msg|byte|winreason|the reason the team won - 1 (someone capped) 2 (entire team was killed)}}&lt;br /&gt;
{{hl2msg|string|cappers|string where each character is a player index of someone that capped}}&lt;br /&gt;
{{hl2msg|short|flagcaplimit|if win reason was flag cap limit, the value of the flag cap limit}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{hl2msg|short|blue_score|red team score}}&lt;br /&gt;
{{hl2msg|short|red_score|blue team score}}&lt;br /&gt;
{{hl2msg|short|blue_score_prev|previous red team score}}&lt;br /&gt;
{{hl2msg|short|red_score_prev|previous blue team score}}&lt;br /&gt;
{{hl2msg|short|round_complete|is this a complete round, or the end of a mini-round}}&lt;br /&gt;
{{hl2msg|short|player_1|}}&lt;br /&gt;
{{hl2msg|short|player_1_damage|}}&lt;br /&gt;
{{hl2msg|short|player_1_healing|}}&lt;br /&gt;
{{hl2msg|short|player_1_lifetime|}}&lt;br /&gt;
{{hl2msg|short|player_1_kills|}}&lt;br /&gt;
{{hl2msg|short|player_2|}}&lt;br /&gt;
{{hl2msg|short|player_2_damage|}}&lt;br /&gt;
{{hl2msg|short|player_2_healing|}}&lt;br /&gt;
{{hl2msg|short|player_2_lifetime|}}&lt;br /&gt;
{{hl2msg|short|player_2_kills|}}&lt;br /&gt;
{{hl2msg|short|player_3|}}&lt;br /&gt;
{{hl2msg|short|player_3_damage|}}&lt;br /&gt;
{{hl2msg|short|player_3_healing|}}&lt;br /&gt;
{{hl2msg|short|player_3_lifetime|}}&lt;br /&gt;
{{hl2msg|short|player_3_kills|}}&lt;br /&gt;
{{hl2msg|short|player_4|}}&lt;br /&gt;
{{hl2msg|short|player_4_damage|}}&lt;br /&gt;
{{hl2msg|short|player_4_healing|}}&lt;br /&gt;
{{hl2msg|short|player_4_lifetime|}}&lt;br /&gt;
{{hl2msg|short|player_4_kills|}}&lt;br /&gt;
{{hl2msg|short|player_5|}}&lt;br /&gt;
{{hl2msg|short|player_5_damage|}}&lt;br /&gt;
{{hl2msg|short|player_5_healing|}}&lt;br /&gt;
{{hl2msg|short|player_5_lifetime|}}&lt;br /&gt;
{{hl2msg|short|player_5_kills|}}&lt;br /&gt;
{{hl2msg|short|player_6|}}&lt;br /&gt;
{{hl2msg|short|player_6_damage|}}&lt;br /&gt;
{{hl2msg|short|player_6_healing|}}&lt;br /&gt;
{{hl2msg|short|player_6_lifetime|}}&lt;br /&gt;
{{hl2msg|short|player_6_kills|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== inventory_updated ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|inventory_updated|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== air_dash ===&lt;br /&gt;
{{qnotice|Called when a scout Performs Double Jump}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|air_dash|string}}&lt;br /&gt;
{{hl2msg|byte|player|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== landed ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|landed|string}}&lt;br /&gt;
{{hl2msg|byte|player|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_damage_dodged ===&lt;br /&gt;
{{qnotice|When a Player Evades Damage}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_damage_dodged|string}}&lt;br /&gt;
{{hl2msg|short|damage|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_stunned ===&lt;br /&gt;
{{qnotice|When a Player is Stunned}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_stunned|string}}&lt;br /&gt;
{{hl2msg|short|stunner|}}&lt;br /&gt;
{{hl2msg|short|victim|}}&lt;br /&gt;
{{hl2msg|bool|victim_capping|}}&lt;br /&gt;
{{hl2msg|bool|big_stun|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== scout_grand_slam ===&lt;br /&gt;
{{qnotice|When a Player is Killed by the Scout Taunt}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|scout_grand_slam|string}}&lt;br /&gt;
{{hl2msg|short|scout_id|}}&lt;br /&gt;
{{hl2msg|short|target_id|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== scout_slamdoll_landed ===&lt;br /&gt;
{{begin-hl2msg|scout_slamdoll_landed|string}}&lt;br /&gt;
{{hl2msg|short|target_index|}}&lt;br /&gt;
{{hl2msg|float|x|}}&lt;br /&gt;
{{hl2msg|float|y|}}&lt;br /&gt;
{{hl2msg|float|z|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== scout_slamdoll_landed ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|scout_slamdoll_landed|string}}&lt;br /&gt;
{{hl2msg|short|target_index|}}&lt;br /&gt;
{{hl2msg|float|x|}}&lt;br /&gt;
{{hl2msg|float|y|}}&lt;br /&gt;
{{hl2msg|float|z|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== arrow_impact ===&lt;br /&gt;
{{qnotice|When a player is hit by a Sniper's Huntsman arrow}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|arrow_impact|string}}&lt;br /&gt;
{{hl2msg|short|attachedEntity|}}&lt;br /&gt;
{{hl2msg|short|shooter|}}&lt;br /&gt;
{{hl2msg|short|boneIndexAttached|}}&lt;br /&gt;
{{hl2msg|float|bonePositionX|}}&lt;br /&gt;
{{hl2msg|float|bonePositionY|}}&lt;br /&gt;
{{hl2msg|float|bonePositionZ|}}&lt;br /&gt;
{{hl2msg|float|boneAnglesX|}}&lt;br /&gt;
{{hl2msg|float|boneAnglesY|}}&lt;br /&gt;
{{hl2msg|float|boneAnglesZ|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_jarated ===&lt;br /&gt;
{{qnotice|sent when a player is jarated, only to the two players involved}}&amp;lt;br&amp;gt; &lt;br /&gt;
{{begin-hl2msg|player_jarated|string}}&lt;br /&gt;
{{hl2msg|byte|thrower_entindex|entindex of the player who threw the jarate}}&lt;br /&gt;
{{hl2msg|byte|victim_entindex|entindex of the player receiving it}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_jarated_fade ===&lt;br /&gt;
{{qnotice|sent when a player is jarated, only to the two players involved}}&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|player_jarated_fade|string}}&lt;br /&gt;
{{hl2msg|byte|thrower_entindex|entindex of the player who threw the jarate}}&lt;br /&gt;
{{hl2msg|byte|victim_entindex|entindex of the player receiving it}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_shield_blocked ===&lt;br /&gt;
{{qnotice|sent when a player is jarated, only to the two players involved}}&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|player_shield_blocked|string}}&lt;br /&gt;
{{hl2msg|byte|attacker_entindex|entindex of the player who threw the jarate}}&lt;br /&gt;
{{hl2msg|byte|blocker_entindex|entindex of the player receiving it}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_pinned ===&lt;br /&gt;
{{qnotice|When a player is pinned to a wall}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_pinned|string}}&lt;br /&gt;
{{hl2msg|byte|pinned|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_healedbymedic ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|player_healedbymedic|string}}&lt;br /&gt;
{{hl2msg|byte|medic|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_spawn ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|player_spawn|string}}&lt;br /&gt;
{{hl2msg|short|userid|user ID who spawned}}&lt;br /&gt;
{{hl2msg|short|team|team they spawned on}}&lt;br /&gt;
{{hl2msg|short|class|class they spawned as}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_sapped_object ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|player_sapped_object|string}}&lt;br /&gt;
{{hl2msg|short|userid|user ID of the spy}}&lt;br /&gt;
{{hl2msg|short|ownerid|user ID of the building owner}}&lt;br /&gt;
{{hl2msg|byte|object|}}&lt;br /&gt;
{{hl2msg|short|sapperid|index of the sapper}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== item_found ===&lt;br /&gt;
{{qnotice|When a player finds an item}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|item_found|string}}&lt;br /&gt;
{{hl2msg|byte|player|entindex of the player}}&lt;br /&gt;
{{hl2msg|byte|quality|quality of the item}}&lt;br /&gt;
{{hl2msg|string|item|item name (unlocalized)}}&lt;br /&gt;
{{hl2msg|byte|method|method by which we acquired the item (TODO: Show which numbers represent which method of finding.)}}&lt;br /&gt;
{{hl2msg|bool|propername|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== show_annotations ===&lt;br /&gt;
{{begin-hl2msg|show_annotations|string}}&lt;br /&gt;
{{hl2msg|float|worldPosX|}}&lt;br /&gt;
{{hl2msg|float|worldPosY|}}&lt;br /&gt;
{{hl2msg|float|worldPosZ|}}&lt;br /&gt;
{{hl2msg|long|id|}}&lt;br /&gt;
{{hl2msg|string|text|item name (unlocalized)}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== hide_annotations ===&lt;br /&gt;
{{begin-hl2msg|hide_annotations|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== post_inventory_application ===&lt;br /&gt;
{{qnotice|sent when a player gets a whole new set of items}}&amp;lt;br&amp;gt; &lt;br /&gt;
{{begin-hl2msg|post_inventory_application|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== controlpoint_unlock_updated ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|controlpoint_unlock_updated|string}}&lt;br /&gt;
{{hl2msg|short|index|index of the cap being updated}}&lt;br /&gt;
{{hl2msg|float|time|time}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== deploy_buff_banner ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|deploy_buff_banner|string}}&lt;br /&gt;
{{hl2msg|byte|buff_type|type of buff (skin index)}}&lt;br /&gt;
{{hl2msg|short|buff_owner|user ID of the person who gets the banner}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_buff ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|player_buff|string}}&lt;br /&gt;
{{hl2msg|short|userid|user ID of the player the buff is being applied to}}&lt;br /&gt;
&lt;br /&gt;
{{hl2msg|short|buff_owner|user ID of the player with the banner}}&lt;br /&gt;
{{hl2msg|byte|buff_type|type of buff}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== medic_death ===&lt;br /&gt;
{{qnotice|When a medic dies}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|medic_death|string}}&lt;br /&gt;
{{hl2msg|short|userid|user ID who died}}&lt;br /&gt;
{{hl2msg|short|attacker|user ID who killed}}&lt;br /&gt;
{{hl2msg|short|healing|amount healed in this life}}&lt;br /&gt;
{{hl2msg|bool|charged|had a full ubercharge?}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== overtime_nag ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|overtime_nag|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teams_changed ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|teams_changed|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== halloween_pumpkin_grab ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|halloween_pumpkin_grab|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== rocket_jump ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|rocket_jump|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== rocket_jump_landed ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|rocket_jump_landed|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== sticky_jump ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|sticky_jump|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== sticky_jump_landed ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|sticky_jump_landed|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== medic_defended ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|medic_defended|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|medic|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== localplayer_healed ===&lt;br /&gt;
{{begin-hl2msg|localplayer_healed|string}}&lt;br /&gt;
{{hl2msg|short|amount|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_destroyed_pipebomb ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|player_destroyed_pipebomb|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== object_deflected ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|object_deflected|string}}&lt;br /&gt;
{{hl2msg|short|userid|player who deflected the object}}&lt;br /&gt;
{{hl2msg|short|ownerid|owner of the object}}&lt;br /&gt;
{{hl2msg|short|weaponid|weapon id (0 means the player in ownerid was pushed)}}&lt;br /&gt;
&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_mvp ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|player_mvp|string}}&lt;br /&gt;
{{hl2msg|short|player|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== raid_spawn_mob ===&lt;br /&gt;
{{begin-hl2msg|raid_spawn_mob|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== raid_spawn_squad ===&lt;br /&gt;
{{begin-hl2msg|raid_spawn_squad|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== nav_blocked ===&lt;br /&gt;
{{begin-hl2msg|nav_blocked|string}}&lt;br /&gt;
{{hl2msg|long|area|}}&lt;br /&gt;
{{hl2msg|bool|blocked|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== path_track_passed ===&lt;br /&gt;
{{begin-hl2msg|path_track_passed|string}}&lt;br /&gt;
{{hl2msg|short|index|index of the node being passed}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== num_cappers_changed ===&lt;br /&gt;
{{begin-hl2msg|num_cappers_changed|string}}&lt;br /&gt;
{{hl2msg|short|index|index of the trigger}}&lt;br /&gt;
{{hl2msg|byte|count|number of cappers (-1 for blocked)}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_regenerate ===&lt;br /&gt;
{{begin-hl2msg|player_regenerate|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== update_status_item ===&lt;br /&gt;
{{begin-hl2msg|update_status_item|string}}&lt;br /&gt;
{{hl2msg|byte|index|}}&lt;br /&gt;
{{hl2msg|byte|object|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== cart_updated ===&lt;br /&gt;
{{begin-hl2msg|cart_updated|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== store_pricesheet_updated ===&lt;br /&gt;
{{begin-hl2msg|store_pricesheet_updated|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== stats_resetround ===&lt;br /&gt;
{{begin-hl2msg|stats_resetround|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== gc_connected ===&lt;br /&gt;
{{begin-hl2msg|gc_connected|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== item_schema_initialized ===&lt;br /&gt;
{{begin-hl2msg|item_schema_initialized|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== achievement_earned_local ===&lt;br /&gt;
{{begin-hl2msg|achievement_earned_local|string}}&lt;br /&gt;
{{hl2msg|short|achievement|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_healed ===&lt;br /&gt;
{{begin-hl2msg|player_healed|string}}&lt;br /&gt;
{{hl2msg|short|patient|}}&lt;br /&gt;
{{hl2msg|short|healer|}}&lt;br /&gt;
{{hl2msg|short|amount|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== item_pickup ===&lt;br /&gt;
{{begin-hl2msg|item_pickup|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|string|item|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== duel_status ===&lt;br /&gt;
{{begin-hl2msg|duel_status|string}}&lt;br /&gt;
{{hl2msg|short|killer|}}&lt;br /&gt;
{{hl2msg|short|score_type|}}&lt;br /&gt;
{{hl2msg|short|initiator|}}&lt;br /&gt;
{{hl2msg|short|target|}}&lt;br /&gt;
{{hl2msg|short|initiator_score|}}&lt;br /&gt;
{{hl2msg|short|target_score|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== fish_notice ===&lt;br /&gt;
{{begin-hl2msg|fish_notice|string}}&lt;br /&gt;
{{hl2msg|short|userid|user ID who died}}&lt;br /&gt;
{{hl2msg|long|victim_entindex|}}&lt;br /&gt;
{{hl2msg|long|inflictor_entindex|ent index of inflictor (a sentry, for example)}}&lt;br /&gt;
{{hl2msg|short|attacker|user ID who killed}}&lt;br /&gt;
{{hl2msg|string|weapon|weapon name killer used}}&lt;br /&gt;
{{hl2msg|short|weaponid|ID of weapon killed used}}&lt;br /&gt;
{{hl2msg|long|damagebits|bits of type of damage}}&lt;br /&gt;
{{hl2msg|short|customkill|type of custom kill}}&lt;br /&gt;
{{hl2msg|short|assister|user ID of assister}}&lt;br /&gt;
{{hl2msg|string|weapon_logclassname|weapon name that should be printed on the log}}&lt;br /&gt;
{{hl2msg|short|stun_flags|victim's stun flags at the moment of death}}&lt;br /&gt;
{{hl2msg|short|death_flags|death flags.}}&lt;br /&gt;
{{hl2msg|bool|silent_kill|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== pumpkin_lord_summoned ===&lt;br /&gt;
{{begin-hl2msg|pumpkin_lord_summoned|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== pumpkin_lord_killed ===&lt;br /&gt;
{{begin-hl2msg|pumpkin_lord_killed|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;/div&gt;</summary>
		<author><name>FlaminSarge</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Talk:Team_Fortress_2_Events&amp;diff=7894</id>
		<title>Talk:Team Fortress 2 Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Talk:Team_Fortress_2_Events&amp;diff=7894"/>
		<updated>2010-11-29T06:23:55Z</updated>

		<summary type="html">&lt;p&gt;FlaminSarge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The events have been updated as of 10/5/2008&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Actually, 11/28/2010, but I haven't checked ones that changed (player_death changed some, removed the domination, revenge, etc) -[[User:FlaminSarge|FlaminSarge]] 06:19, 29 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>FlaminSarge</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Talk:Team_Fortress_2_Events&amp;diff=7893</id>
		<title>Talk:Team Fortress 2 Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Talk:Team_Fortress_2_Events&amp;diff=7893"/>
		<updated>2010-11-29T06:19:46Z</updated>

		<summary type="html">&lt;p&gt;FlaminSarge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The events have been updated as of 10/5/2008&lt;br /&gt;
Actually, 11/28/2010, but I haven't checked ones that changed (player_death changed some, removed the domination, revenge, etc) -[[User:FlaminSarge|FlaminSarge]] 06:19, 29 November 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>FlaminSarge</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.alliedmods.net/index.php?title=Team_Fortress_2_Events&amp;diff=7892</id>
		<title>Team Fortress 2 Events</title>
		<link rel="alternate" type="text/html" href="https://wiki.alliedmods.net/index.php?title=Team_Fortress_2_Events&amp;diff=7892"/>
		<updated>2010-11-29T06:17:59Z</updated>

		<summary type="html">&lt;p&gt;FlaminSarge: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''Refer back to [[Game Events (Source)]] for more events.''&lt;br /&gt;
=== intro_finish ===&lt;br /&gt;
{{begin-hl2msg|intro_finish|string}}&lt;br /&gt;
{{hl2msg|short|player|entindex of the player}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== intro_nextcamera ===&lt;br /&gt;
{{begin-hl2msg|intro_nextcamera|string}}&lt;br /&gt;
{{hl2msg|short|player|entindex of the player}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_changeclass ===&lt;br /&gt;
{{qnotice|When a player changes their class}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_changeclass|string}}&lt;br /&gt;
{{hl2msg|short|userid|user ID who changed class}}&lt;br /&gt;
{{hl2msg|short|class|class that they changed to}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_death ===&lt;br /&gt;
{{qnotice|When a player dies}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_death|string}}&lt;br /&gt;
{{hl2msg|short|userid|user ID who died}}&lt;br /&gt;
{{hl2msg|long|victim_entindex|}}&lt;br /&gt;
{{hl2msg|long|inflictor_entindex|ent index of inflictor (a sentry, for example)}}&lt;br /&gt;
{{hl2msg|short|attacker|user ID who killed}}&lt;br /&gt;
{{hl2msg|string|weapon|weapon name killer used}}&lt;br /&gt;
{{hl2msg|short|weaponid|ID of weapon killed used}}&lt;br /&gt;
{{hl2msg|long|damagebits|bits of type of damage}}&lt;br /&gt;
{{hl2msg|short|customkill|type of custom kill}}&lt;br /&gt;
{{hl2msg|short|assister|user ID of assister}}&lt;br /&gt;
{{hl2msg|string|weapon_logclassname|weapon name that should be printed on the log}}&lt;br /&gt;
{{hl2msg|short|stun_flags|victim's stun flags at the moment of death}}&lt;br /&gt;
{{hl2msg|short|death_flags|death flags.}}&lt;br /&gt;
{{hl2msg|bool|silent_kill|}}&lt;br /&gt;
{{hl2msg|short|dominated|did killer dominate victim with this kill}}&lt;br /&gt;
{{hl2msg|short|assister_dominated|did assister dominate victim with this kill}}&lt;br /&gt;
{{hl2msg|short|revenge|did killer get revenge on victim with this kill}}&lt;br /&gt;
{{hl2msg|short|assister_revenge|did assister get revenge on victim with this kill}}&lt;br /&gt;
{{hl2msg|bool|first_blood|was this a first blood kill}}&lt;br /&gt;
{{hl2msg|bool|feign_death|the victim is feign death}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== object_removed ===&lt;br /&gt;
{{begin-hl2msg|object_removed|string}}&lt;br /&gt;
{{hl2msg|short|userid|user ID of the object owner}}&lt;br /&gt;
{{hl2msg|short|objecttype|type of object removed}}&lt;br /&gt;
{{hl2msg|short|index|index of the object removed}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== object_destroyed ===&lt;br /&gt;
{{qnotice|When a player destroys an object}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|object_destroyed|string}}&lt;br /&gt;
{{hl2msg|short|userid|user ID who died}}&lt;br /&gt;
{{hl2msg|short|attacker|user ID who killed}}&lt;br /&gt;
&lt;br /&gt;
{{hl2msg|short|assister|user ID of assister}}&lt;br /&gt;
{{hl2msg|string|weapon|weapon name killer used}}&lt;br /&gt;
{{hl2msg|short|weaponid|id of the weapon used}}&lt;br /&gt;
&lt;br /&gt;
{{hl2msg|short|objecttype|type of object destroyed}}&lt;br /&gt;
{{hl2msg|short|index|index of the object destroyed}}&lt;br /&gt;
{{hl2msg|bool|was_building|object was being built when it died}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== tf_map_time_remaining ===&lt;br /&gt;
{{begin-hl2msg|tf_map_time_remaining|string}}&lt;br /&gt;
{{hl2msg|long|seconds|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== tf_game_over ===&lt;br /&gt;
{{qnotice|When a tf game ends}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|tf_game_over|string}}&lt;br /&gt;
{{hl2msg|string|reason|why the game is over ( timelimit, winlimit )}}&lt;br /&gt;
&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== ctf_flag_captured ===&lt;br /&gt;
{{qnotice|When a flag is captured by a player}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|ctf_flag_captured|string}}&lt;br /&gt;
{{hl2msg|short|capping_team|}}&lt;br /&gt;
{{hl2msg|short|capping_team_score|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== controlpoint_initialized ===&lt;br /&gt;
{{qnotice|When a player begins to capture a control point}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|controlpoint_initialized|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== controlpoint_updateimages ===&lt;br /&gt;
{{begin-hl2msg|controlpoint_updateimages|string}}&lt;br /&gt;
{{hl2msg|short|index|index of the cap being updated}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== controlpoint_updatelayout ===&lt;br /&gt;
{{begin-hl2msg|controlpoint_updatelayout|string}}&lt;br /&gt;
{{hl2msg|short|index|index of the cap being updated}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== controlpoint_updatecapping ===&lt;br /&gt;
{{begin-hl2msg|controlpoint_updatecapping|string}}&lt;br /&gt;
{{hl2msg|short|index|index of the cap being updated}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== controlpoint_updateowner ===&lt;br /&gt;
{{begin-hl2msg|controlpoint_updateowner|string}}&lt;br /&gt;
{{hl2msg|short|index|index of the cap being updated}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== controlpoint_starttouch ===&lt;br /&gt;
{{qnotice|When a player enters a capture point zone}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|controlpoint_starttouch|string}}&lt;br /&gt;
{{hl2msg|short|player|entindex of the player}}&lt;br /&gt;
{{hl2msg|short|area|index of the control point area}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== controlpoint_endtouch ===&lt;br /&gt;
{{qnotice|When a player leaves a capture point zone}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|controlpoint_endtouch|string}}&lt;br /&gt;
{{hl2msg|short|player|entindex of the player}}&lt;br /&gt;
{{hl2msg|short|area|index of the control point area}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== controlpoint_pulse_element ===&lt;br /&gt;
{{begin-hl2msg|controlpoint_pulse_element|string}}&lt;br /&gt;
{{hl2msg|short|player|entindex of the player}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== controlpoint_fake_capture ===&lt;br /&gt;
{{begin-hl2msg|controlpoint_fake_capture|string}}&lt;br /&gt;
{{hl2msg|short|player|entindex of the player}}&lt;br /&gt;
{{hl2msg|short|int_data|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== controlpoint_fake_capture_mult ===&lt;br /&gt;
{{begin-hl2msg|controlpoint_fake_capture_mult|string}}&lt;br /&gt;
{{hl2msg|short|player|entindex of the player}}&lt;br /&gt;
{{hl2msg|short|int_data|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_round_selected ===&lt;br /&gt;
{{qnotice|When a round is selected.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_round_selected|string}}&lt;br /&gt;
{{hl2msg|string|round|name of the round selected}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_round_start ===&lt;br /&gt;
{{qnotice|round restart}}&amp;lt;br&amp;gt; &lt;br /&gt;
{{begin-hl2msg|teamplay_round_start|string}}&lt;br /&gt;
{{hl2msg|bool|full_reset|is this a full reset of the map}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_round_active ===&lt;br /&gt;
{{qnotice|called when round is active, players can move}}&amp;lt;br&amp;gt; &lt;br /&gt;
{{begin-hl2msg|teamplay_round_active|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_waiting_begins ===&lt;br /&gt;
{{qnotice|When the &amp;quot;waiting for players&amp;quot; pre-round begins}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_waiting_begins|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_waiting_ends ===&lt;br /&gt;
{{qnotice|When the &amp;quot;waiting for players&amp;quot; pre-round ends}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_waiting_ends|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_waiting_abouttoend ===&lt;br /&gt;
{{qnotice|When the &amp;quot;waiting for players&amp;quot; pre-round is about to end}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_waiting_abouttoend|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_restart_round ===&lt;br /&gt;
{{qnotice|When a round is restarted}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_restart_round|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_ready_restart ===&lt;br /&gt;
{{begin-hl2msg|teamplay_ready_restart|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_round_restart_seconds ===&lt;br /&gt;
{{begin-hl2msg|teamplay_round_restart_seconds|string}}&lt;br /&gt;
{{hl2msg|short|seconds|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_team_ready ===&lt;br /&gt;
{{begin-hl2msg|teamplay_team_ready|string}}&lt;br /&gt;
{{hl2msg|byte|team|which team is ready}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_round_win ===&lt;br /&gt;
{{qnotice|When a team wins a round}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_round_win|string}}&lt;br /&gt;
{{hl2msg|byte|team|which team won the round}}&lt;br /&gt;
{{hl2msg|byte|winreason|the reason the team won}}&lt;br /&gt;
{{hl2msg|short|flagcaplimit|if win reason was flag cap limit, the value of the flag cap limit}}&lt;br /&gt;
&lt;br /&gt;
{{hl2msg|short|full_round|was this a full round or a mini-round}}&lt;br /&gt;
{{hl2msg|float|round_time|elapsed time of this round}}&lt;br /&gt;
{{hl2msg|short|losing_team_num_caps|# of caps this round by losing team}}&lt;br /&gt;
{{hl2msg|byte|was_sudden_death|did a team win this after entering sudden death}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_update_timer ===&lt;br /&gt;
{{begin-hl2msg|teamplay_update_timer|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_round_stalemate ===&lt;br /&gt;
{{qnotice|When a game ends in a stalemate}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_round_stalemate|string}}&lt;br /&gt;
{{hl2msg|byte|reason|why the stalemate is occuring}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_overtime_begin ===&lt;br /&gt;
{{qnotice|When an overtime round begins}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_overtime_begin|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_overtime_end ===&lt;br /&gt;
{{qnotice|When an overtime round ends}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_overtime_end|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_suddendeath_begin ===&lt;br /&gt;
{{qnotice|When a sudden death round begins}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_suddendeath_begin|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_suddendeath_end ===&lt;br /&gt;
{{qnotice|When a sudden death round ends}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_suddendeath_end|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_game_over ===&lt;br /&gt;
{{qnotice|When a teamplay game ends}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_game_over|string}}&lt;br /&gt;
{{hl2msg|string|reason|why the game is over ( timelimit, winlimit )}}&lt;br /&gt;
&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_map_time_remaining ===&lt;br /&gt;
{{begin-hl2msg|teamplay_map_time_remaining|string}}&lt;br /&gt;
{{hl2msg|short|seconds|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_broadcast_audio ===&lt;br /&gt;
{{qnotice|Broadcast an audio file.}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_broadcast_audio|string}}&lt;br /&gt;
{{hl2msg|byte|team|which team should hear the broadcast. 0 will make everyone hear it.}}&lt;br /&gt;
&lt;br /&gt;
{{hl2msg|string|sound|sound to play}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_timer_flash ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|teamplay_timer_flash|string}}&lt;br /&gt;
{{hl2msg|short|time_remaining|how many seconds until the round ends}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_timer_time_added ===&lt;br /&gt;
{{begin-hl2msg|teamplay_timer_time_added|string}}&lt;br /&gt;
{{hl2msg|short|timer|entindex of the timer}}&lt;br /&gt;
{{hl2msg|short|seconds_added|how many seconds were added to the round timer}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_point_startcapture ===&lt;br /&gt;
{{qnotice|When a point is beginning to be captured}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_point_startcapture|string}}&lt;br /&gt;
{{hl2msg|byte|cp|index of the point being captured}}&lt;br /&gt;
{{hl2msg|string|cpname|name of the point}}&lt;br /&gt;
{{hl2msg|byte|team|which team currently owns the point}}&lt;br /&gt;
{{hl2msg|byte|capteam|which team is capping}}&lt;br /&gt;
{{hl2msg|string|cappers|string where each character is a player index of someone capping}}&lt;br /&gt;
{{hl2msg|float|captime|time between when this cap started and when the point last changed hands}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_point_captured ===&lt;br /&gt;
{{qnotice|When a control point is captured by a team}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_point_captured|string}}&lt;br /&gt;
{{hl2msg|byte|cp|index of the point that was captured}}&lt;br /&gt;
&lt;br /&gt;
{{hl2msg|string|cpname|name of the point}}&lt;br /&gt;
{{hl2msg|byte|team|which team capped}}&lt;br /&gt;
{{hl2msg|string|cappers|string where each character is a player index of someone that capped}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_point_locked ===&lt;br /&gt;
{{begin-hl2msg|teamplay_point_locked|string}}&lt;br /&gt;
{{hl2msg|byte|cp|index of the point being captured}}&lt;br /&gt;
{{hl2msg|string|cpname|name of the point}}&lt;br /&gt;
{{hl2msg|byte|team|which team currently owns the point}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_point_unlocked ===&lt;br /&gt;
{{begin-hl2msg|teamplay_point_unlocked|string}}&lt;br /&gt;
{{hl2msg|byte|cp|index of the point being captured}}&lt;br /&gt;
{{hl2msg|string|cpname|name of the point}}&lt;br /&gt;
{{hl2msg|byte|team|which team currently owns the point}}&lt;br /&gt;
&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_capture_broken ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|teamplay_capture_broken|string}}&lt;br /&gt;
{{hl2msg|byte|cp|}}&lt;br /&gt;
{{hl2msg|string|cpname|}}&lt;br /&gt;
{{hl2msg|float|time_remaining|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_capture_blocked ===&lt;br /&gt;
{{qnotice|When a player blocks the capture of a control point}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_capture_blocked|string}}&lt;br /&gt;
{{hl2msg|byte|cp|index of the point that was blocked}}&lt;br /&gt;
&lt;br /&gt;
{{hl2msg|string|cpname|name of the point}}&lt;br /&gt;
{{hl2msg|byte|blocker|index of the player that blocked the cap}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_flag_event ===&lt;br /&gt;
{{begin-hl2msg|teamplay_flag_event|string}}&lt;br /&gt;
{{hl2msg|short|player|player this event involves}}&lt;br /&gt;
{{hl2msg|short|carrier|the carrier if needed}}&lt;br /&gt;
{{hl2msg|short|eventtype|pick up, capture, defend, dropped}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_win_panel ===&lt;br /&gt;
{{qnotice|When the win-game panel is displayed}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_win_panel|string}}&lt;br /&gt;
{{hl2msg|byte|panel_style|for client to determine layout}}&lt;br /&gt;
{{hl2msg|byte|winning_team|}}&lt;br /&gt;
{{hl2msg|byte|winreason|the reason the team won}}&lt;br /&gt;
{{hl2msg|string|cappers|string where each character is a player index of someone that capped}}&lt;br /&gt;
{{hl2msg|short|flagcaplimit|if win reason was flag cap limit, the value of the flag cap limit}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{hl2msg|short|blue_score|red team score}}&lt;br /&gt;
{{hl2msg|short|red_score|blue team score}}&lt;br /&gt;
{{hl2msg|short|blue_score_prev|previous red team score}}&lt;br /&gt;
{{hl2msg|short|red_score_prev|previous blue team score}}&lt;br /&gt;
{{hl2msg|short|round_complete|is this a complete round, or the end of a mini-round}}&lt;br /&gt;
{{hl2msg|short|rounds_remaining|# of rounds remaining for wining team, if mini-round}}&lt;br /&gt;
&lt;br /&gt;
{{hl2msg|short|player_1|}}&lt;br /&gt;
{{hl2msg|short|player_1_points|}}&lt;br /&gt;
{{hl2msg|short|player_2|}}&lt;br /&gt;
{{hl2msg|short|player_2_points|}}&lt;br /&gt;
{{hl2msg|short|player_3|}}&lt;br /&gt;
{{hl2msg|short|player_3_points|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_teambalanced_player ===&lt;br /&gt;
{{qnotice|When a player is balanced to another team}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_teambalanced_player|string}}&lt;br /&gt;
{{hl2msg|short|player|entindex of the player}}&lt;br /&gt;
{{hl2msg|byte|team|which team the player is being moved to}}&lt;br /&gt;
&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teamplay_setup_finished ===&lt;br /&gt;
{{qnotice|When the setup round ends}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|teamplay_setup_finished|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== show_freezepanel ===&lt;br /&gt;
{{qnotice|When the death-snapshot panel is shown}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|show_freezepanel|string}}&lt;br /&gt;
{{hl2msg|short|killer|entindex of the killer entity}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== hide_freezepanel ===&lt;br /&gt;
{{qnotice|When the death-snapshot panel is hidden}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|hide_freezepanel|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== freezecam_started ===&lt;br /&gt;
{{qnotice|When a player enters the death-snapshot view}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|freezecam_started|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== localplayer_changeteam ===&lt;br /&gt;
{{qnotice|When a LAN player changes team}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|localplayer_changeteam|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== localplayer_score_changed ===&lt;br /&gt;
{{begin-hl2msg|localplayer_score_changed|string}}&lt;br /&gt;
{{hl2msg|short|score|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== localplayer_changeclass ===&lt;br /&gt;
{{qnotice|When a LAN player changes class}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|localplayer_changeclass|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== localplayer_respawn ===&lt;br /&gt;
{{qnotice|When a LAN player respawns}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|localplayer_respawn|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== building_info_changed ===&lt;br /&gt;
{{begin-hl2msg|building_info_changed|string}}&lt;br /&gt;
{{hl2msg|byte|building_type|}}&lt;br /&gt;
{{hl2msg|byte|object_mode|}}&lt;br /&gt;
{{hl2msg|byte|remove|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== localplayer_changedisguise ===&lt;br /&gt;
{{qnotice|Whena LAN player changes their disguise as a spy}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|localplayer_changedisguise|string}}&lt;br /&gt;
{{hl2msg|bool|disguised|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_account_changed ===&lt;br /&gt;
{{begin-hl2msg|player_account_changed|string}}&lt;br /&gt;
{{hl2msg|short|old_value|}}&lt;br /&gt;
{{hl2msg|short|new_value|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== spy_pda_reset ===&lt;br /&gt;
{{begin-hl2msg|spy_pda_reset|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== flagstatus_update ===&lt;br /&gt;
{{begin-hl2msg|flagstatus_update|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_stats_updated ===&lt;br /&gt;
{{qnotice|When a players stats are updated}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_stats_updated|string}}&lt;br /&gt;
{{hl2msg|bool|forceupload|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== playing_commentary ===&lt;br /&gt;
{{qnotice|When a commentary is being played}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|playing_commentary|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_chargedeployed ===&lt;br /&gt;
{{qnotice|When an uber is deployed}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_chargedeployed|string}}&lt;br /&gt;
{{hl2msg|short|userid|user ID of medic who deployed charge}}&lt;br /&gt;
{{hl2msg|short|targetid|user ID of who the medic charged}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_builtobject ===&lt;br /&gt;
{{qnotice|When a player builds an object}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_builtobject|string}}&lt;br /&gt;
{{hl2msg|short|userid|user ID of the builder}}&lt;br /&gt;
{{hl2msg|byte|object|}}&lt;br /&gt;
{{hl2msg|short|index|index of the object}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_upgradedobject ===&lt;br /&gt;
{{begin-hl2msg|player_upgradedobject|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|byte|object|}}&lt;br /&gt;
{{hl2msg|short|index|}}&lt;br /&gt;
{{hl2msg|bool|isbuilder|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== achievement_earned ===&lt;br /&gt;
{{qnotice|When a player earns an achievement}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|achievement_earned|string}}&lt;br /&gt;
{{hl2msg|byte|player|entindex of the player}}&lt;br /&gt;
{{hl2msg|short|achievement|achievement ID}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== spec_target_updated ===&lt;br /&gt;
{{begin-hl2msg|spec_target_updated|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== tournament_stateupdate ===&lt;br /&gt;
{{begin-hl2msg|tournament_stateupdate|string}}&lt;br /&gt;
{{hl2msg|short|userid|user ID on server}}&lt;br /&gt;
{{hl2msg|bool|namechange|}}&lt;br /&gt;
{{hl2msg|short|readystate|}}&lt;br /&gt;
{{hl2msg|string|newname|players new name}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_calledformedic ===&lt;br /&gt;
{{qnotice|When a player calls for a medic}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_calledformedic|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== localplayer_becameobserver ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|localplayer_becameobserver|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_ignited_inv ===&lt;br /&gt;
{{qnotice|sent when a player is ignited by a pyro who is being invulned, only to the medic who's doing the invulning}}&amp;lt;br&amp;gt; &lt;br /&gt;
{{begin-hl2msg|player_ignited_inv|string}}&lt;br /&gt;
{{hl2msg|byte|pyro_entindex|entindex of the pyro who ignited the victim}}&lt;br /&gt;
{{hl2msg|byte|victim_entindex|entindex of the player ignited by the pyro}}&lt;br /&gt;
{{hl2msg|byte|medic_entindex|entindex of the medic releasing the invuln}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_ignited ===&lt;br /&gt;
{{qnotice|sent when a player is ignited, only to the two players involved}}&amp;lt;br&amp;gt; &lt;br /&gt;
{{begin-hl2msg|player_ignited|string}}&lt;br /&gt;
{{hl2msg|byte|pyro_entindex|entindex of the pyro who ignited the victim}}&lt;br /&gt;
{{hl2msg|byte|victim_entindex|entindex of the player ignited by the pyro}}&lt;br /&gt;
{{hl2msg|byte|weaponid|weaponid of the weapon used}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_extinguished ===&lt;br /&gt;
{{qnotice|sent when a burning player is extinguished by a medic}}&amp;lt;br&amp;gt; &lt;br /&gt;
{{begin-hl2msg|player_extinguished|string}}&lt;br /&gt;
{{hl2msg|byte|victim|entindex of the player that was extinguished}}&lt;br /&gt;
{{hl2msg|byte|healer|entindex of the player who did the extinguishing}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_teleported ===&lt;br /&gt;
{{qnotice|Sent when a player is teleported}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_teleported|string}}&lt;br /&gt;
{{hl2msg|short|userid|userid of the player}}&lt;br /&gt;
{{hl2msg|short|builderid|userid of the player who built the teleporter}}&lt;br /&gt;
{{hl2msg|float|dist|distance the player was teleported}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_healedmediccall ===&lt;br /&gt;
{{qnotice|local player heals someone who called for medic.}}&amp;lt;br&amp;gt; &lt;br /&gt;
{{begin-hl2msg|player_healedmediccall|string}}&lt;br /&gt;
{{hl2msg|short|userid|userid of person who got healed}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== localplayer_chargeready ===&lt;br /&gt;
{{qnotice|local player has full medic charge}}&amp;lt;br&amp;gt; &lt;br /&gt;
{{begin-hl2msg|localplayer_chargeready|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== localplayer_winddown ===&lt;br /&gt;
{{qnotice|local player minigun winddown}}&amp;lt;br&amp;gt; &lt;br /&gt;
{{begin-hl2msg|localplayer_winddown|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_invulned ===&lt;br /&gt;
{{qnotice|Send when a player is made invulnerable}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_invulned|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|medic_userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== escort_speed ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|escort_speed|string}}&lt;br /&gt;
{{hl2msg|byte|team|which team}}&lt;br /&gt;
{{hl2msg|byte|speed|}}&lt;br /&gt;
{{hl2msg|byte|players|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== escort_progress ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|escort_progress|string}}&lt;br /&gt;
{{hl2msg|byte|team|which team}}&lt;br /&gt;
{{hl2msg|float|progress|}}&lt;br /&gt;
{{hl2msg|bool|reset|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== escort_recede ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|escort_recede|string}}&lt;br /&gt;
{{hl2msg|byte|team|which team}}&lt;br /&gt;
{{hl2msg|float|recedetime|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== client_loadout_changed ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|client_loadout_changed|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== gameui_activated ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|gameui_activated|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== gameui_hidden ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|gameui_hidden|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_escort_score ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|player_escort_score|string}}&lt;br /&gt;
{{hl2msg|byte|player|}}&lt;br /&gt;
{{hl2msg|byte|points|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_healonhit ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|player_healonhit|string}}&lt;br /&gt;
{{hl2msg|short|amount|}}&lt;br /&gt;
{{hl2msg|byte|entindex|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_stealsandvich ===&lt;br /&gt;
{{begin-hl2msg|player_stealsandvich|string}}&lt;br /&gt;
{{hl2msg|short|owner|}}&lt;br /&gt;
{{hl2msg|short|target|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== show_class_layout ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|show_class_layout|string}}&lt;br /&gt;
{{hl2msg|bool|show|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== show_vs_panel ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|show_vs_panel|string}}&lt;br /&gt;
{{hl2msg|bool|show|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_damaged ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|player_damaged|string}}&lt;br /&gt;
{{hl2msg|short|amount|}}&lt;br /&gt;
{{hl2msg|long|type|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_hurt ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|player_hurt|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|health|}}&lt;br /&gt;
{{hl2msg|short|attacker|}}&lt;br /&gt;
&lt;br /&gt;
{{hl2msg|short|damageamount|}}&lt;br /&gt;
{{hl2msg|bool|crit|}}&lt;br /&gt;
{{hl2msg|bool|minicrit|}}&lt;br /&gt;
{{hl2msg|bool|allseecrit|}}&lt;br /&gt;
{{hl2msg|short|weaponid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== arena_player_notification ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|arena_player_notification|string}}&lt;br /&gt;
{{hl2msg|byte|player|}}&lt;br /&gt;
{{hl2msg|byte|message|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== arena_match_maxstreak ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|arena_match_maxstreak|string}}&lt;br /&gt;
{{hl2msg|byte|team|}}&lt;br /&gt;
{{hl2msg|byte|streak|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== arena_round_start ===&lt;br /&gt;
{{qnotice|called when round is active, players can move}}&amp;lt;br&amp;gt; &lt;br /&gt;
{{begin-hl2msg|arena_round_start|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== arena_win_panel ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|arena_win_panel|string}}&lt;br /&gt;
{{hl2msg|byte|panel_style|for client to determine layout}}&lt;br /&gt;
{{hl2msg|byte|winning_team|}}&lt;br /&gt;
{{hl2msg|byte|winreason|the reason the team won - 1 (someone capped) 2 (entire team was killed)}}&lt;br /&gt;
{{hl2msg|string|cappers|string where each character is a player index of someone that capped}}&lt;br /&gt;
{{hl2msg|short|flagcaplimit|if win reason was flag cap limit, the value of the flag cap limit}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{hl2msg|short|blue_score|red team score}}&lt;br /&gt;
{{hl2msg|short|red_score|blue team score}}&lt;br /&gt;
{{hl2msg|short|blue_score_prev|previous red team score}}&lt;br /&gt;
{{hl2msg|short|red_score_prev|previous blue team score}}&lt;br /&gt;
{{hl2msg|short|round_complete|is this a complete round, or the end of a mini-round}}&lt;br /&gt;
{{hl2msg|short|player_1|}}&lt;br /&gt;
{{hl2msg|short|player_1_damage|}}&lt;br /&gt;
{{hl2msg|short|player_1_healing|}}&lt;br /&gt;
{{hl2msg|short|player_1_lifetime|}}&lt;br /&gt;
{{hl2msg|short|player_1_kills|}}&lt;br /&gt;
{{hl2msg|short|player_2|}}&lt;br /&gt;
{{hl2msg|short|player_2_damage|}}&lt;br /&gt;
{{hl2msg|short|player_2_healing|}}&lt;br /&gt;
{{hl2msg|short|player_2_lifetime|}}&lt;br /&gt;
{{hl2msg|short|player_2_kills|}}&lt;br /&gt;
{{hl2msg|short|player_3|}}&lt;br /&gt;
{{hl2msg|short|player_3_damage|}}&lt;br /&gt;
{{hl2msg|short|player_3_healing|}}&lt;br /&gt;
{{hl2msg|short|player_3_lifetime|}}&lt;br /&gt;
{{hl2msg|short|player_3_kills|}}&lt;br /&gt;
{{hl2msg|short|player_4|}}&lt;br /&gt;
{{hl2msg|short|player_4_damage|}}&lt;br /&gt;
{{hl2msg|short|player_4_healing|}}&lt;br /&gt;
{{hl2msg|short|player_4_lifetime|}}&lt;br /&gt;
{{hl2msg|short|player_4_kills|}}&lt;br /&gt;
{{hl2msg|short|player_5|}}&lt;br /&gt;
{{hl2msg|short|player_5_damage|}}&lt;br /&gt;
{{hl2msg|short|player_5_healing|}}&lt;br /&gt;
{{hl2msg|short|player_5_lifetime|}}&lt;br /&gt;
{{hl2msg|short|player_5_kills|}}&lt;br /&gt;
{{hl2msg|short|player_6|}}&lt;br /&gt;
{{hl2msg|short|player_6_damage|}}&lt;br /&gt;
{{hl2msg|short|player_6_healing|}}&lt;br /&gt;
{{hl2msg|short|player_6_lifetime|}}&lt;br /&gt;
{{hl2msg|short|player_6_kills|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== inventory_updated ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|inventory_updated|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== air_dash ===&lt;br /&gt;
{{qnotice|Called when a scout Performs Double Jump}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|air_dash|string}}&lt;br /&gt;
{{hl2msg|byte|player|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== landed ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|landed|string}}&lt;br /&gt;
{{hl2msg|byte|player|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_damage_dodged ===&lt;br /&gt;
{{qnotice|When a Player Evades Damage}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_damage_dodged|string}}&lt;br /&gt;
{{hl2msg|short|damage|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_stunned ===&lt;br /&gt;
{{qnotice|When a Player is Stunned}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_stunned|string}}&lt;br /&gt;
{{hl2msg|short|stunner|}}&lt;br /&gt;
{{hl2msg|short|victim|}}&lt;br /&gt;
{{hl2msg|bool|victim_capping|}}&lt;br /&gt;
{{hl2msg|bool|big_stun|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== scout_grand_slam ===&lt;br /&gt;
{{qnotice|When a Player is Killed by the Scout Taunt}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|scout_grand_slam|string}}&lt;br /&gt;
{{hl2msg|short|scout_id|}}&lt;br /&gt;
{{hl2msg|short|target_id|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== scout_slamdoll_landed ===&lt;br /&gt;
{{begin-hl2msg|scout_slamdoll_landed|string}}&lt;br /&gt;
{{hl2msg|short|target_index|}}&lt;br /&gt;
{{hl2msg|float|x|}}&lt;br /&gt;
{{hl2msg|float|y|}}&lt;br /&gt;
{{hl2msg|float|z|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== scout_slamdoll_landed ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|scout_slamdoll_landed|string}}&lt;br /&gt;
{{hl2msg|short|target_index|}}&lt;br /&gt;
{{hl2msg|float|x|}}&lt;br /&gt;
{{hl2msg|float|y|}}&lt;br /&gt;
{{hl2msg|float|z|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== arrow_impact ===&lt;br /&gt;
{{qnotice|When a player is hit by a Sniper's Huntsman arrow}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|arrow_impact|string}}&lt;br /&gt;
{{hl2msg|short|attachedEntity|}}&lt;br /&gt;
{{hl2msg|short|shooter|}}&lt;br /&gt;
{{hl2msg|short|boneIndexAttached|}}&lt;br /&gt;
{{hl2msg|float|bonePositionX|}}&lt;br /&gt;
{{hl2msg|float|bonePositionY|}}&lt;br /&gt;
{{hl2msg|float|bonePositionZ|}}&lt;br /&gt;
{{hl2msg|float|boneAnglesX|}}&lt;br /&gt;
{{hl2msg|float|boneAnglesY|}}&lt;br /&gt;
{{hl2msg|float|boneAnglesZ|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_jarated ===&lt;br /&gt;
{{qnotice|sent when a player is jarated, only to the two players involved}}&amp;lt;br&amp;gt; &lt;br /&gt;
{{begin-hl2msg|player_jarated|string}}&lt;br /&gt;
{{hl2msg|byte|thrower_entindex|entindex of the player who threw the jarate}}&lt;br /&gt;
{{hl2msg|byte|victim_entindex|entindex of the player receiving it}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_jarated_fade ===&lt;br /&gt;
{{qnotice|sent when a player is jarated, only to the two players involved}}&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|player_jarated_fade|string}}&lt;br /&gt;
{{hl2msg|byte|thrower_entindex|entindex of the player who threw the jarate}}&lt;br /&gt;
{{hl2msg|byte|victim_entindex|entindex of the player receiving it}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_shield_blocked ===&lt;br /&gt;
{{qnotice|sent when a player is jarated, only to the two players involved}}&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|player_shield_blocked|string}}&lt;br /&gt;
{{hl2msg|byte|attacker_entindex|entindex of the player who threw the jarate}}&lt;br /&gt;
{{hl2msg|byte|blocker_entindex|entindex of the player receiving it}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_pinned ===&lt;br /&gt;
{{qnotice|When a player is pinned to a wall}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|player_pinned|string}}&lt;br /&gt;
{{hl2msg|byte|pinned|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_healedbymedic ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|player_healedbymedic|string}}&lt;br /&gt;
{{hl2msg|byte|medic|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_spawn ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|player_spawn|string}}&lt;br /&gt;
{{hl2msg|short|userid|user ID who spawned}}&lt;br /&gt;
{{hl2msg|short|team|team they spawned on}}&lt;br /&gt;
{{hl2msg|short|class|class they spawned as}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_sapped_object ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|player_sapped_object|string}}&lt;br /&gt;
{{hl2msg|short|userid|user ID of the spy}}&lt;br /&gt;
{{hl2msg|short|ownerid|user ID of the building owner}}&lt;br /&gt;
{{hl2msg|byte|object|}}&lt;br /&gt;
{{hl2msg|short|sapperid|index of the sapper}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== item_found ===&lt;br /&gt;
{{qnotice|When a player finds an item}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|item_found|string}}&lt;br /&gt;
{{hl2msg|byte|player|entindex of the player}}&lt;br /&gt;
{{hl2msg|byte|quality|quality of the item}}&lt;br /&gt;
{{hl2msg|string|item|item name (unlocalized)}}&lt;br /&gt;
{{hl2msg|byte|method|method by which we acquired the item (TODO: Show which numbers represent which method of finding.)}}&lt;br /&gt;
{{hl2msg|bool|propername|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== show_annotations ===&lt;br /&gt;
{{begin-hl2msg|show_annotations|string}}&lt;br /&gt;
{{hl2msg|float|worldPosX|}}&lt;br /&gt;
{{hl2msg|float|worldPosY|}}&lt;br /&gt;
{{hl2msg|float|worldPosZ|}}&lt;br /&gt;
{{hl2msg|long|id|}}&lt;br /&gt;
{{hl2msg|string|text|item name (unlocalized)}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== hide_annotations ===&lt;br /&gt;
{{begin-hl2msg|hide_annotations|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== post_inventory_application ===&lt;br /&gt;
{{qnotice|sent when a player gets a whole new set of items}}&amp;lt;br&amp;gt; &lt;br /&gt;
{{begin-hl2msg|post_inventory_application|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== controlpoint_unlock_updated ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|controlpoint_unlock_updated|string}}&lt;br /&gt;
{{hl2msg|short|index|index of the cap being updated}}&lt;br /&gt;
{{hl2msg|float|time|time}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== deploy_buff_banner ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|deploy_buff_banner|string}}&lt;br /&gt;
{{hl2msg|byte|buff_type|type of buff (skin index)}}&lt;br /&gt;
{{hl2msg|short|buff_owner|user ID of the person who gets the banner}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_buff ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|player_buff|string}}&lt;br /&gt;
{{hl2msg|short|userid|user ID of the player the buff is being applied to}}&lt;br /&gt;
&lt;br /&gt;
{{hl2msg|short|buff_owner|user ID of the player with the banner}}&lt;br /&gt;
{{hl2msg|byte|buff_type|type of buff}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== medic_death ===&lt;br /&gt;
{{qnotice|When a medic dies}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{begin-hl2msg|medic_death|string}}&lt;br /&gt;
{{hl2msg|short|userid|user ID who died}}&lt;br /&gt;
{{hl2msg|short|attacker|user ID who killed}}&lt;br /&gt;
{{hl2msg|short|healing|amount healed in this life}}&lt;br /&gt;
{{hl2msg|bool|charged|had a full ubercharge?}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== overtime_nag ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|overtime_nag|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== teams_changed ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|teams_changed|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== halloween_pumpkin_grab ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|halloween_pumpkin_grab|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== rocket_jump ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|rocket_jump|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== rocket_jump_landed ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|rocket_jump_landed|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== sticky_jump ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|sticky_jump|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== sticky_jump_landed ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|sticky_jump_landed|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== medic_defended ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|medic_defended|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|short|medic|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== localplayer_healed ===&lt;br /&gt;
{{begin-hl2msg|localplayer_healed|string}}&lt;br /&gt;
{{hl2msg|short|amount|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_destroyed_pipebomb ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|player_destroyed_pipebomb|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== object_deflected ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|object_deflected|string}}&lt;br /&gt;
{{hl2msg|short|userid|player who deflected the object}}&lt;br /&gt;
{{hl2msg|short|ownerid|owner of the object}}&lt;br /&gt;
{{hl2msg|short|weaponid|weapon id (0 means the player in ownerid was pushed)}}&lt;br /&gt;
&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_mvp ===&lt;br /&gt;
&lt;br /&gt;
{{begin-hl2msg|player_mvp|string}}&lt;br /&gt;
{{hl2msg|short|player|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== raid_spawn_mob ===&lt;br /&gt;
{{begin-hl2msg|raid_spawn_mob|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== raid_spawn_squad ===&lt;br /&gt;
{{begin-hl2msg|raid_spawn_squad|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== nav_blocked ===&lt;br /&gt;
{{begin-hl2msg|nav_blocked|string}}&lt;br /&gt;
{{hl2msg|long|area|}}&lt;br /&gt;
{{hl2msg|bool|blocked|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== path_track_passed ===&lt;br /&gt;
{{begin-hl2msg|path_track_passed|string}}&lt;br /&gt;
{{hl2msg|short|index|index of the node being passed}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== num_cappers_changed ===&lt;br /&gt;
{{begin-hl2msg|num_cappers_changed|string}}&lt;br /&gt;
{{hl2msg|short|index|index of the trigger}}&lt;br /&gt;
{{hl2msg|byte|count|number of cappers (-1 for blocked)}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== player_regenerate ===&lt;br /&gt;
{{begin-hl2msg|player_regenerate|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== update_status_item ===&lt;br /&gt;
{{begin-hl2msg|update_status_item|string}}&lt;br /&gt;
{{hl2msg|byte|index|}}&lt;br /&gt;
{{hl2msg|byte|object|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
 &lt;br /&gt;
=== cart_updated ===&lt;br /&gt;
{{begin-hl2msg|cart_updated|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== store_pricesheet_updated ===&lt;br /&gt;
{{begin-hl2msg|store_pricesheet_updated|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== stats_resetround ===&lt;br /&gt;
{{begin-hl2msg|stats_resetround|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== gc_connected ===&lt;br /&gt;
{{begin-hl2msg|gc_connected|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== item_schema_initialized ===&lt;br /&gt;
{{begin-hl2msg|item_schema_initialized|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== achievement_earned_local ===&lt;br /&gt;
{{begin-hl2msg|achievement_earned_local|string}}&lt;br /&gt;
{{hl2msg|short|achievement|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== player_healed ===&lt;br /&gt;
{{begin-hl2msg|player_healed|string}}&lt;br /&gt;
{{hl2msg|short|patient|}}&lt;br /&gt;
{{hl2msg|short|healer|}}&lt;br /&gt;
{{hl2msg|short|amount|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== item_pickup ===&lt;br /&gt;
{{begin-hl2msg|item_pickup|string}}&lt;br /&gt;
{{hl2msg|short|userid|}}&lt;br /&gt;
{{hl2msg|string|item|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== duel_status ===&lt;br /&gt;
{{begin-hl2msg|duel_status|string}}&lt;br /&gt;
{{hl2msg|short|killer|}}&lt;br /&gt;
{{hl2msg|short|score_type|}}&lt;br /&gt;
{{hl2msg|short|initiator|}}&lt;br /&gt;
{{hl2msg|short|target|}}&lt;br /&gt;
{{hl2msg|short|initiator_score|}}&lt;br /&gt;
{{hl2msg|short|target_score|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== fish_notice ===&lt;br /&gt;
{{begin-hl2msg|fish_notice|string}}&lt;br /&gt;
{{hl2msg|short|userid|user ID who died}}&lt;br /&gt;
{{hl2msg|long|victim_entindex|}}&lt;br /&gt;
{{hl2msg|long|inflictor_entindex|ent index of inflictor (a sentry, for example)}}&lt;br /&gt;
{{hl2msg|short|attacker|user ID who killed}}&lt;br /&gt;
{{hl2msg|string|weapon|weapon name killer used}}&lt;br /&gt;
{{hl2msg|short|weaponid|ID of weapon killed used}}&lt;br /&gt;
{{hl2msg|long|damagebits|bits of type of damage}}&lt;br /&gt;
{{hl2msg|short|customkill|type of custom kill}}&lt;br /&gt;
{{hl2msg|short|assister|user ID of assister}}&lt;br /&gt;
{{hl2msg|string|weapon_logclassname|weapon name that should be printed on the log}}&lt;br /&gt;
{{hl2msg|short|stun_flags|victim's stun flags at the moment of death}}&lt;br /&gt;
{{hl2msg|short|death_flags|death flags.}}&lt;br /&gt;
{{hl2msg|bool|silent_kill|}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== pumpkin_lord_summoned ===&lt;br /&gt;
{{begin-hl2msg|pumpkin_lord_summoned|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;br /&gt;
&lt;br /&gt;
=== pumpkin_lord_killed ===&lt;br /&gt;
{{begin-hl2msg|pumpkin_lord_killed|string}}&lt;br /&gt;
{{end-hl2msg}}&lt;/div&gt;</summary>
		<author><name>FlaminSarge</name></author>
		
	</entry>
</feed>